[Relz] Mage Guild Sorters

Post » Fri Apr 22, 2011 10:06 pm

* Requires COBL *

I'm surprised that no one has ever thought of doing this, including the COBL crew. This just adds the COBL Alchemical Sorter to all of the Mage Guilds. You'll find them near where the resident Alchemist is working. The one for Skingrad is in the common room on the main floor.

http://www.tesnexus.com/downloads/file.php?id=35354
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Kayla Keizer
 
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Post » Sat Apr 23, 2011 7:44 am

What are these sorters anyway? I have only used Cobl for food/drink mods mostly.
Is it an organizer for alchemy?
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Ashley Campos
 
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Post » Fri Apr 22, 2011 10:22 pm

Yes. First of all, if you have any ingredients in your inventory, opening the container will give you the option of dumping all of them into the container at once with just a menu click. From there you can open up the container and remove them like you normally can, or you can select to have ingredients removed only by effect. So you can tell it to only put ingredients into your inventory that have the Restore Fatigue effect in them, or Restore Health. The sorter will also do the same thing with scrolls and potions as well. They're really handy when you want to brew up some potions as you'll only end up with the ingredients that have the effect you want to add. There's also the option of actually brewing the potions from the menu, once you have your ingredients selected. It will open up your normal Alchemy menu and you just proceed to brew as normal. When you're done, you end up back in the Sorter menu where you'll then have the option of "Resetting" your remaining ingredients, which will put them back into the Sorter container. It's a must have component as far as I'm concerned, at least if you're at all into alchemy. I also use a portable version that sits in my inventory, part of the Portable Sorters mod.
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gandalf
 
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Post » Sat Apr 23, 2011 7:02 am

Will the Alchemical Sorter store ingredients between visits? And between sorters? Or am I reading that wrong?
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Zach Hunter
 
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Post » Fri Apr 22, 2011 7:40 pm

Downloaded the sorters by Tek at Nexus (if that is the one you meant).
I use the Advanced Alchemy mod merged with the recipes plugin (still don't understand most of that mod). I also have the At Home Alchemy - No Bounty mod.

This esp still needs to be added to BOSS. Did you report your mod yet?
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JaNnatul Naimah
 
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Post » Sat Apr 23, 2011 1:08 am

Will the Alchemical Sorter store ingredients between visits? And between sorters? Or am I reading that wrong?


No and no. They're just another form of container, not some magical item that does tricks. Adding ingredients etc. is still done by opening the container, but there's a menu option that allows everything to be moved at once as soon as you select it. And each sorter is a seperate container, they don't pass ingredients back and forth to each other. The author who came up with the sorter scripts tried to do both things you mention for awhile, but it turned out to be a dismal failure so he dropped it.
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A Lo RIkIton'ton
 
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Post » Sat Apr 23, 2011 2:10 am

Downloaded the sorters by Tek at Nexus (if that is the one you meant).
I use the Advanced Alchemy mod merged with the recipes plugin (still don't understand most of that mod). I also have the At Home Alchemy - No Bounty mod.

This esp still needs to be added to BOSS. Did you report your mod yet?


No I haven't reported yet, I'm not really sure how to go about it. And I'm not really sure where it should go. I've put mine just after COBLGlue, it seemed like a good place for it. BTW, if anyone is running out of esp space in their list, I see no reason why this can't be easily merged with COBL Glue. It doesn't conflict with anything it does, unless the sorters have been added by them since my version of COBL came out. I have to admit it's been awhile since I upgraded, I'm still using 1.71. I'm not even sure what it's up to right now.

Of wait, I missed something. By Tec? What are you referring to here, and do you mean Tekuromoto? If it's his Portable Sorters mods, then yes. It has all the functions that the regular sorter has, just split between 3 items. I personally don't use the one for potions or scrolls, in fact I've deleted them from the script, but the alchemy ingredients one is indispensable to me. I just can't see playing with out anymore.
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Kayla Bee
 
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Post » Sat Apr 23, 2011 2:19 am

Needs one at the Arcane University :o
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Chavala
 
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Post » Fri Apr 22, 2011 8:54 pm

Needs one at the Arcane University :o


Yes, I was actually thinking about that last night. I never thought of it at the time. I'll take care of that today.
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Dalley hussain
 
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Post » Sat Apr 23, 2011 6:15 am

Needs one at the Arcane University :o


OK, taken care of. Version 2 is now at the Nexus.
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Leah
 
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Post » Sat Apr 23, 2011 9:03 am

No I haven't reported yet, I'm not really sure how to go about it. And I'm not really sure where it should go. I've put mine just after COBLGlue, it seemed like a good place for it. BTW, if anyone is running out of esp space in their list, I see no reason why this can't be easily merged with COBL Glue. It doesn't conflict with anything it does, unless the sorters have been added by them since my version of COBL came out. I have to admit it's been awhile since I upgraded, I'm still using 1.71. I'm not even sure what it's up to right now.

Of wait, I missed something. By Tec? What are you referring to here, and do you mean Tekuromoto? If it's his Portable Sorters mods, then yes. It has all the functions that the regular sorter has, just split between 3 items. I personally don't use the one for potions or scrolls, in fact I've deleted them from the script, but the alchemy ingredients one is indispensable to me. I just can't see playing with out anymore.



I merged glue and SI together but haven't tested the game like that yet.

I don't have knowledge of how to remove like that so will try the default.
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JERMAINE VIDAURRI
 
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Post » Sat Apr 23, 2011 8:57 am

Nice...

Are they non-respawning, usable for storage? That is, can I leave all my ingredients in the guild hall in Chorrol and come back a week later and use them?

Better yet, do all of the activators reference the same persistent temp container? Can I leave my ingredients in Chorrol and use them a week later from the hall in Skingrad? :laugh:

Also, Belanos, if all you're really looking for is a great way to sort by effect for mixing, might I suggest http://www.tesnexus.com/downloads/file.php?id=25226. I don't even use the sort by effect ability of my storage pouches anymore... I open it, take all, and use the filters in AA.
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sexy zara
 
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Post » Sat Apr 23, 2011 1:16 am

Nice...

Are they non-respawning, usable for storage? That is, can I leave all my ingredients in the guild hall in Chorrol and come back a week later and use them?


They're the same sorters that Haama placed in all the homes through COBL, though maybe a different design, and work exactly the same as your Portable Sorters. I got tired of always stashing my ingredients into a grain sack manually when I started getting overloaded so I looked into adding the sorters. I had thought about it earlier but I figured it would end up being a convoluted process, but it was amazingly easy to do. Just drop in a container and position it. Which is why I'm surprised no one's ever done it before, including the COBL crew. After all, they added altars for spellmaking and enchanting, plus the grinder and Luggage, so why not alchemical sorters as well? At least that oversight has now been taken care of.

Also, Belanos, if all you're really looking for is a great way to sort by effect for mixing, might I suggest http://www.tesnexus.com/downloads/file.php?id=25226.


I've looked at that and felt it just did too much. It would be far too easy to create some overpowering potions with it. I prefer to stick with the limitations of the vanilla system, it's already pretty powerful once you start getting up in levels. My homebrew Restore Health is way more potent than anything I could ever buy from a merchant. I used to use Haama's recipe mod, but since I started using COBL and it's sorters, I didn't have much use for it anymore. Plus it had a few limitations that I was hoping he'd overcome but never did. He pretty much gave up on it after Alchemy Advanced came out, which is a shame since he was off to a very good start with it. It would have been nice to have an alternative that was more vanilla based.

I merged glue and SI together but haven't tested the game like that yet.

I don't have knowledge of how to remove like that so will try the default.


Just be sure to back your original COBLGlue before you try merging, just in case. But I really don't see any problem with doing it. You could probably just use the utility the CS provides.
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Mandy Muir
 
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Post » Sat Apr 23, 2011 6:17 am

No I haven't reported yet, I'm not really sure how to go about it. And I'm not really sure where it should go. I've put mine just after COBLGlue, it seemed like a good place for it. BTW, if anyone is running out of esp space in their list, I see no reason why this can't be easily merged with COBL Glue. It doesn't conflict with anything it does, unless the sorters have been added by them since my version of COBL came out. I have to admit it's been awhile since I upgraded, I'm still using 1.71. I'm not even sure what it's up to right now.

Of wait, I missed something. By Tec? What are you referring to here, and do you mean Tekuromoto? If it's his Portable Sorters mods, then yes. It has all the functions that the regular sorter has, just split between 3 items. I personally don't use the one for potions or scrolls, in fact I've deleted them from the script, but the alchemy ingredients one is indispensable to me. I just can't see playing with out anymore.



I forgot to address this. If you mean you don't know how to report it, go to the BOSS thread, link the esp to your download/info page, give your thoughts on where it might be loaded if you have an idea, etc. Give enough info so they can determine where it should go in the list.

The main thing about Adv Alch I like since it is the easiest thing to understand with that mod, is the batch creating.
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Tyler F
 
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Post » Sat Apr 23, 2011 2:41 am

I've looked at that and felt it just did too much. It would be far too easy to create some overpowering potions with it. I prefer to stick with the limitations of the vanilla system, it's already pretty powerful once you start getting up in levels.

I'm pretty sure you can tweak the ini so it behaves just like the vanilla system, in so far as potion potency and all that.

What I can no longer live without is 1) the advanced sorting and 2) the ability to save a recipe. The combination of 1 and 2 is where all the power is: load the recipe and find alternative ingredients for something you may be missing.
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Steph
 
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Post » Sat Apr 23, 2011 10:45 am

So I've just uploaded a version 3 to the Nexus. I noticed that the one in Skingrad was causing some pathfinding problems which seemed to be disrupting all the other AI routines. They just kept walking back and forth trying to get around that desk, and even stopped engaging in dialogue and other activities. It's like they were getting stuck in a loop trying to complete that path.

What I can no longer live without is 1) the advanced sorting and 2) the ability to save a recipe. The combination of 1 and 2 is where all the power is: load the recipe and find alternative ingredients for something you may be missing.


Those would be nice to have but it seems like a major hassle just to get those things. The mod is pretty complex and has a fairly steep learning curve, but I'd rather just keep it simple. Maybe I'll look into it again though. It's been awhile, and I never really looked at it's ini file.

Damn. I forgot to remove my ingredients from the Skingrad sorter before I made the change and now everything's gone. I had a pretty good stockpile going too. :facepalm:
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Karine laverre
 
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Post » Sat Apr 23, 2011 9:09 am

Those would be nice to have but it seems like a major hassle just to get those things. The mod is pretty complex and has a fairly steep learning curve, but I'd rather just keep it simple.


I know what you mean :P And I can't argue with your concerns on balance or complexity. But the mod does have an in-game settings menu with a 'Disable' button for each feature, plus a 'Disable All' button at the bottom that will turn of everything but Filters, Recipes, and Refiners. If you are interested in trying it, you might start with that.
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Lilit Ager
 
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Post » Sat Apr 23, 2011 1:33 am

But the mod does have an in-game settings menu with a 'Disable' button for each feature, plus a 'Disable All' button at the bottom that will turn of everything but Filters, Recipes, and Refiners.


So does the disable all make it work more or less like the Vanilla system? That would certainly be a simple way to set it up. I can't argue that's an extremely well made mod, but when I can do things like isolate effects and use potions in recipes, it just starts looking overpowered. Even with vanilla recipes and it's limitations, my potions start getting pretty powerful with just some Apprentice equipment. If I don't have to worry about limitations at all, then it becomes something of a god system in my eyes. And will it work with the COBL sorters? If I choose Make Potions in the sorter menu, wilt your menu come up? The idea of recipes sounds appealing, and I like how you've integrated it into the menu rather than a standalone item like Haama did with his. I already have enough clutter to deal with,I don't need a bunch of recipes in my inventory as well. Haama was always saying that he was going to have a single recipe book with multiple pages in it, but he never got around to it.
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Becky Palmer
 
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Post » Fri Apr 22, 2011 11:53 pm

So does the disable all make it work more or less like the Vanilla system? ... And will it work with the COBL sorters?

It will make AA use the vanilla equations for potion strength, duration, weight, and cost, disable the use of potions as ingredients, disable the option to set the potion duration. It will also disable brewing in batches and the in-game settings menu itself; you might want to turn those two back on (select the appropriate setting & click 'Default').

Features that can't be disabled:
  • Ingredient Filters. You can always filter ingredients by effect, and use the 'autofilters'.
  • Recipes. So long as you have 1 or more alchemist's notebooks, you can always save & load recipes.
  • Refiners. So long as you have a refiner, you'll be able to 'kill' effects on ingredients. If you'd rather not have this option, I'm afraid your only recourse is to sell any refiners you find. By themselves, though, I don't think refiners are OP; they mostly just let you avoid 'failed' poisons.
  • Alchemy Skill. AA always uses your current alchemy skill, including bonuses from magic & luck, and it recognizes values > 100. This can cause some truly game-breaking balance problems if exploited, and in retrospect I probably should have limited or disabled it. C'est la vie...


If the COBL sorters open the actual alchemy menu, then yes this should work with them just fine.
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Laura
 
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