New Morrowind Alchemy?

Post » Fri May 13, 2011 8:08 am

I love Morrowind. It is the greatest RPG of all time. I also love Alchemy. But Morrowind's alchemy is time consuming. You have to individually look at ALL your ingredients to find ones with same effects as the one you put in the apartus, and it takes awhile if you have tons of ingreds with an alchemy level that allows you to see all 4 effects. Isn't there any mods out there that simply just adds a sorting menu, instead of sorting boxes and the like?
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Ridhwan Hemsome
 
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Post » Fri May 13, 2011 8:51 pm

Spline's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7504 appears to use 'potion' books to collect the appropriate ingredients. I have never used it or looked at it in the construction set so I cannot say how it works its particular magic.

Orobas' http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2411 automates the potion making process in some way and purports to eliminate the need to hand select ingredients. Again I am unfamiliar with what it actually does, but I read it depends upon Srikandi's Alchemy.

Then there is http://home.earthlink.net/~cyran0/data/AL/PurchasableAlchemyLab_Readme.txt. It comes bundled with other features, but may suit your needs if you are not using Srikandi's mod. It does not appear to be available anywhere at the moment, but I am certain we could work something out. ;)
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Joie Perez
 
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Post » Fri May 13, 2011 2:40 pm

Sometimes mixing in irrelevant ingredients can be worthwhile though.
You can greatly bring down the potion weight, for example.
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Lyndsey Bird
 
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Post » Fri May 13, 2011 11:57 am

Sometimes mixing in irrelevant ingredients can be worthwhile though.
You can greatly bring down the potion weight, for example.


The MCP is trying to fix that >.>

Although it doesn't address the original question posed by the topic, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904 *does* overhaul the alchemy system to make it much more dynamic and interesting than before.

It also comes bundled with a handy reference sheet detailing all of the new ingredient effects, if that helps any.
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Emma
 
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Post » Fri May 13, 2011 10:07 am

I made an http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=452351&id=8426 for http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8027 that has an ingredient sorter and an ingredient puller for specific potions using MW and TR ingredients.
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Tinkerbells
 
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Post » Fri May 13, 2011 2:54 pm

Spline's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7504 appears to use 'potion' books to collect the appropriate ingredients. I have never used it or looked at it in the construction set so I cannot say how it works its particular magic.

Orobas' http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2411 automates the potion making process in some way and purports to eliminate the need to hand select ingredients. Again I am unfamiliar with what it actually does, but I read it depends upon Srikandi's Alchemy.

Then there is http://home.earthlink.net/~cyran0/data/AL/PurchasableAlchemyLab_Readme.txt. It comes bundled with other features, but may suit your needs if you are not using Srikandi's mod. It does not appear to be available anywhere at the moment, but I am certain we could work something out. ;)


that last one DOES suit my needs. seems pretty awesome.
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OnlyDumazzapplyhere
 
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Post » Fri May 13, 2011 7:00 am

The MCP is trying to fix that >.>

Although it doesn't address the original question posed by the topic, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7904 *does* overhaul the alchemy system to make it much more dynamic and interesting than before.

It also comes bundled with a handy reference sheet detailing all of the new ingredient effects, if that helps any.


that mod seems pretty interesting too, I'll have to check it out. You mentioned in the readme a few mods that "you should be using" however.
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Kat Stewart
 
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Post » Fri May 13, 2011 8:51 am

that mod seems pretty interesting too, I'll have to check it out. You mentioned in the readme a few mods that "you should be using" however.


The only two I really *demand* that the player be using are the Morrowind Patch Project and the Morrowind Code Patch, which pretty much the entire community will agree with me on.

I mention HotFusion's Economy Adjuster a lot, as well, but only because my mod is intended to replace most of it.
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Fluffer
 
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Post » Fri May 13, 2011 5:49 pm

I made an http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=452351&id=8426 for http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8027 that has an ingredient sorter and an ingredient puller for specific potions using MW and TR ingredients.


I use that one (useful! :D) for TR ingredients, and the house you made, Laszlo Manor (a charm ^ ^, for the patches!); it has patches and sorters for almost any alchemical mod that adds new ingredients (NOM, Pearls Enhanced, Morrowind Crafting...)
It would be great to update Laszlo in order to sort new NOM 3.0 ingredients :D
Sorters/Desorters are the best friends of Alchemy :wink_smile:

I used this resources time ago in my own modded house and lab:
*Despair's alchemy pots and sorter:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3655

*Nicholiatan's Desorter
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5146

These two combined are perfect, the desorter puts the ingredients in your inventory after choosing an effect potion. When you're set, you return the ingredients you didn't use with the sorter. I put a trapdoor in my house lab to Laszlo's to have all of Laszlo's features available (sorting of scrolls and potions too :3). Thanks, Latendresse, for making that awesome houses, labs and patches :)

Alchemy books are good too for the average alchemist :)

*Zoopster's alchemy book
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=746
Adds a very useful book. It has lists of what ingredients do you need for any effect. Tribunal and Bloodmoon ingredients marked with different colors.

If you like alchemy books, you have too:

*Sgaileach's illustrated book of alchemy
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2992
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Katie Samuel
 
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Post » Fri May 13, 2011 6:19 am

I use that one (useful! :D) and the house you made, Laszlo Manor (a charm ^ ^); it has patches and sorters for almost any alchemical mod that adds new ingredients (NOM, Pearls Enhanced, Morrowind Crafting...)
It would be great to update Laszlo in order to sort new NOM 3.0 ingredients :D
Sorters/Desorters are the best friends of Alchemy. Alchemy books are too, and you have a nice selection of mods coming to your aid :)

*Zoopster's alchemy book
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=746
Adds a very useful book. It has lists of what ingredients do you need for any effect. Tribunal and Bloodmoon ingredients marked with different colors.

If you like alchemy books, you have too:

*Sgaileach's illustrated book of alchemy
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2992


i'm working on the upgrade, i'am currently setting up a sorter for someone else and they want a NOM sort option so i will me updating it here soon. I'm also working on a newer potion ingrediant puller it will me modular so that if you using NOM,SRI or BTB it will pull the correct ingredients for potions. it' a bit of a pain i have a database with all the ingredients and their effects, you'll have to use the correct esp and such. it's now deciding if i want to have a room that has 600+ ingredient containers when you might only actually use 200 it's and unnamed {wip}
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Marquis deVille
 
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Post » Fri May 13, 2011 5:05 am

i'm working on the upgrade, i'am currently setting up a sorter for someone else and they want a NOM sort option so i will me updating it here soon. I'm also working on a newer potion ingrediant puller it will me modular so that if you using NOM,SRI or BTB it will pull the correct ingredients for potions. it' a bit of a pain i have a database with all the ingredients and their effects, you'll have to use the correct esp and such. it's now deciding if i want to have a room that has 600+ ingredient containers when you might only actually use 200 it's and unnamed {wip}


That are very fortunate news! Actualized sorters will be for Laszlo / Poe or will you construct another lab / house?
A room for that many ingredients it's nearly necessary imho. I don't use all of Laszlo's cabinets / features but I use the empty space for other clutter. "Empty" shelves are never useless in Morrowind.

Now that you are working with NOM for new sorters I have a question for you. I use a little mod (Alchemy Storage Helper) that puts every ingredient in inventory to a sack while exploring in the wilderness if you equip it (it has two options, "from sack to inventory" and "from inventory to sack"). It allows me to roleplay I'm putting my ingredients somewhere when I travel across Vvardenfell, but it puts NOM cooked foods into the sack too. Is possible to remodelate the script in order to avoid that and put all into the sack, but not NOM cooked foods?
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Jade Payton
 
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Post » Fri May 13, 2011 7:49 pm

I'll have to look to see how Alchemy Storage Helper works. Does it require MWSE? if it does (it sounds like it would) it will move by ID type and not ID which is what

To be obvious i did use despair's jars for my initial release i then found Qarl's version of the jar and he had made it reflection mapped and split up the uv map so i have ran with that one. the textures are a higher resolution than despair's original and fancied up a but using some of Qarl's and my own textures.

I was thinking of make a Alchemy Room Mod that either you can attach to your own house or has a ring to get there. I was thinking of having and esm that adds all the ingredients i can come across and make storage containers for them though i have found that some like Provincial Bath Shop(sp?) have a lot of ingredients with the same effects. so i'm not sure how to handle that PBS has 114 ingred but 70 have the same effect.

any how

I have a database for MW+T+B, TR, abotWaterLife, , Pearls Enhanced - Colored Pearls, Morrowind Crafting, Complete Morrowind - Tribunal & Bloodmoon, abotWhereAreAllBirdsGoing, CreaturesX, Sris_Alchemy_BM, Nom 3.0, Nom 2.13.

the nom database is on its own since it changes the effects of MW ingred, i'm going to make one that would cover the changes for SA and another for BTB's...if there are any other ingredient adding Mods that add a lot point them out. I also have tried to work in ingred that are the same in mods but have different ID's so that they will end up in the same container.

it's a bit ambitious but i have gotten the sort unsort script creation down to a science... one day i may divulge my secret.
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N Only WhiTe girl
 
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Post » Fri May 13, 2011 2:36 pm

Wow, what a useful thread. I'm going to have to download some of these when I get off work tonite. Thanks!
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Noely Ulloa
 
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Post » Fri May 13, 2011 11:49 am

I'll have to look to see how Alchemy Storage Helper works. Does it require MWSE? if it does (it sounds like it would) it will move by ID type and not ID which is what

I was thinking of make a Alchemy Room Mod that either you can attach to your own house or has a ring to get there. I was thinking of having and esm that adds all the ingredients i can come across and make storage containers for them though i have found that some like Provincial Bath Shop(sp?) have a lot of ingredients with the same effects. so i'm not sure how to handle that PBS has 114 ingred but 70 have the same effect.

I have a database for MW+T+B, TR, abotWaterLife, , Pearls Enhanced - Colored Pearls, Morrowind Crafting, Complete Morrowind - Tribunal & Bloodmoon, abotWhereAreAllBirdsGoing, CreaturesX, Sris_Alchemy_BM, Nom 3.0, Nom 2.13.

the nom database is on its own since it changes the effects of MW ingred, i'm going to make one that would cover the changes for SA and another for BTB's...if there are any other ingredient adding Mods that add a lot point them out. I also have tried to work in ingred that are the same in mods but have different ID's so that they will end up in the same container.

it's a bit ambitious but i have gotten the sort unsort script creation down to a science... one day i may divulge my secret.


Yes, Alchemy Storage Helper works with MWSE. It uses three scripts:

Script 1
begin ASH_Inv_S

; is attached to the inventory icon for the satchel
; equipping the satchel allows you to transfer all ingreds to or from the satchel/your inventory
; dropping it activates the sack container

short onPCEquip
short onPCDrop
short msg
short button
long cID
long cQuant
long cType
long junk
long cNextRef
long guyRef
long plrRef
float crap

if ( menuMode == 0 )
return ; only need when inventory is open
endif

ifx ( onPCDrop ) ; player drops the inv item
; xlogmessage "sack dropped."
set onPCDrop to 0
placeAtPC "ASH_Dead_Sack" 1 128 0 ; the interactive satchel container
positionCell 0 0 0 0 "ASH_Test" ; get rid of reference
endif

if ( msg == 1 ) ; waiting for choice
set button to getButtonPressed
if ( button == -1 ) ; no choice yet
return
elseif ( button == 2 ) ; chose "Cancel"
set msg to 0
return
endif ; all other options handled further down
endif

if ( onPCEquip ) ; player equips from inventory
set onPCEquip to 0
messageBox "Transfer all ingredients" "From satchel to inventory" "From inventory to satchel" "Cancel"
set msg to 1
return ; was missing this, big problem
elseif ( msg == 0 ) ; msg is 1 if we have recently made a choice from above
return
endif

; below only runs after making a choice when equipping satchel
;xLogMessage "Transferring ingredients."

setx plrRef to xGetRef "player"
setx guyRef to xGetRef "ASH_Helper"
;setx junk to plrRef->xRefID
;xLogMessage "player ID == %s" junk
;setx junk to guyRef->xRefID
;xLogMessage "guy ID == %s" junk

ifx ( button ) ; inv to satchel
; xLogMessage "From inv to satchel"
setx cId cQuant cType junk crap junk cNextRef to plrRef->xContentList 0
xFileRewind "ASH_Temp" ; temporarily stores ingreds removed from player's inventory
whilex ( cNextRef )
; xLogMessage "Contents: ID=%s count=%d type=%d" cID cQuant cType
set junk to ( cType - 1380404809 )
ifx ( junk ) ; not an ingredient
; xLogMessage "Item %s is not ingredient" cID
else ; ingredient, so transfer it
; xLogMessage "Item == %s quant == %d" cID cQuant
; plrRef->xRemoveItem cId cQuant - do this later
guyRef->xAddItem cId cQuant
xFileWriteString "ASH_Temp" cID
xFileWriteLong "ASH_Temp" cQuant
endif
setx cId cQuant cType junk crap junk cNextRef to plrRef->xContentList cNextRef
endwhile ; continues until inventory has been searched completely
; a possible problem here - if an ingredient is the LAST item in inventory, it may not get recognized
; pretty unlikely though
xFileWriteString "ASH_Temp" "DONE"
; xLogMessage "Done sorting inventory"
xFileRewind "ASH_Temp" ; now remove the ingreds transferred from player's inventory
set cType to 1 ; done here because removing while scanning inventory corrupts the data
whilex ( cType )
setx cID to xFileReadString "ASH_Temp"
setx cType to xStringCompare cID "DONE"
ifx ( cType ) ; not done yet
setx junk cQuant to xFileReadLong "ASH_Temp" 1
plrRef->xRemoveItem cID cQuant
endif
endwhile
; xLogMessage "Removed ingreds from player inv"
set msg to 0
return
else ; satchel to inv
; xLogMessage "Satchel to Inv"
setx cId cQuant cType junk crap junk cNextRef to guyRef->xContentList 0
whilex ( cQuant ) ; no need to check type, sack only contains ingredients unless you manually add something else
; xLogMessage "Contents: ID=%s count=%d type=%d" cID cQuant cType
; xLogMessage "Item == %s quant == %d" cID cQuant
guyRef->xRemoveItem cId cQuant
plrRef->xAddItem cId cQuant
setx cId cQuant cType junk crap junk cNextRef to guyRef->xContentList 0
endwhile
; xLogMessage "Finished transfer"
set msg to 0
return
endif

end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Script 2:
begin ASH_Sack_S

; this is attached to the satchel object which appears in the gameworld
; functions like a container but is actually a corpse
; contains any ingredients which were transferred to sack previously
; when opened and then closed, transfers all ingredients to ASH_Helper
; returns all non-ingredient items to player

long zID
long zQuant
long zType
long zNextRef
long junk
short open
long thisRef
long yourRef
float crap

ifx ( open )
else ; was just placed in gameworld
setx thisRef to xGetRef "ASH_Helper"
setx yourRef to xGetRef "player"
; xLogMessage "Filling sack from NPC inventory"
setx zID zQuant zNextRef to thisRef->xInventory
whilex ( zQuant ) ; fill it from Helper's inventory
thisRef->xRemoveItem zID zQuant
xAddItem zID zQuant
setx zID zQUant zNextRef to thisRef->xInventory
; xLogMessage "Item found"
endwhile
set open to -1
endif

;xLogMessage "sack script running"

if ( onActivate == 1 )
if ( open == -1 ) ; container has not been opened yet
set open to 1
Activate
return
endif
endif

if ( menuMode == 1 )
return
elseif ( open != 1 )
return
endif

;xLogMessage "Sack was closed."
; below only runs outside of menuMode, after container has been opened and then closed

set open to 0
setx thisRef to xGetRef "ASH_Helper"
setx yourRef to xGetRef "player"
setx zID zQuant zType junk crap junk zNextRef to xContentList 0
whilex ( zQuant )
set junk to ( zType - 1380404809 )
ifx ( junk ) ; not an ingredient
xRemoveItem zID zQuant
yourRef->xAddItem zID zQuant ; so give it back to player
else ; ingred
xRemoveItem zID zQUant
thisRef->xAddItem zID zQuant ; transfer to helper
endif
setx zID zQuant zType junk crap junk zNextRef to xContentList 0
endwhile
player->addItem "ASH_Inv" 1 ; give him his satchel back
positionCell 0 0 0 0 "ASH_Test" ; and get lost

end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Script 3
begin ASH_Startup_S

; just initializes the mod by giving satchel to player, once

short init

if ( init == 0 )
set init to 1
player->addItem "ASH_Inv" 1
endif

stopScript ASH_Startup_S

end
---------------------------------------------------------------------------------------------------------------------------------------

What a bit of work with databases, dude :toughninja:

Yes, it's ambitious and a science indeed! A precise task with very useful results, any alchemist it's covered, no matter the mod he or she is using, and that makes your work good and complete : )
Ingredients with different ID seems to be a solution to your problem with ingreds with same effects. I'm not a scripter myself, but I've read many of them to understand what they do :)

An alchemy room attachable to your own house, this is genius. The ring idea is good too : D
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Alexandra Ryan
 
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Post » Fri May 13, 2011 8:53 am

if there are any other ingredient adding Mods that add a lot point them out.


Since you ask for it, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4967 + http://btb2.free.fr/files/morrowind_advanced.zip and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7144 adds new ingredients.
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pinar
 
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Post » Fri May 13, 2011 11:30 am

will work on adding - Morrowind Advanced + BTB's add on
in the to do list are More Gems, More Gems Expansion, More Gems Expansion Expanded, W3_RuneMod,A Whole New Shade of Glass
@--=Luigi=-- sorry for hijacking your topic :whistling:

@Zimnel

MWSE when moving the ingredients just moves all items for the ID type so you can't make it skip the NOM stuff

edit: i got BTB - Alchemy done
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Ownie Zuliana
 
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Post » Fri May 13, 2011 5:06 pm

I use that one (useful! :D) for TR ingredients, and the house you made, Laszlo Manor (a charm ^ ^, for the patches!); it has patches and sorters for almost any alchemical mod that adds new ingredients (NOM, Pearls Enhanced, Morrowind Crafting...)
It would be great to update Laszlo in order to sort new NOM 3.0 ingredients :D
Sorters/Desorters are the best friends of Alchemy :wink_smile:

I used this resources time ago in my own modded house and lab:
*Despair's alchemy pots and sorter:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3655

*Nicholiatan's Desorter
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5146

These two combined are perfect, the desorter puts the ingredients in your inventory after choosing an effect potion. When you're set, you return the ingredients you didn't use with the sorter. I put a trapdoor in my house lab to Laszlo's to have all of Laszlo's features available (sorting of scrolls and potions too :3). Thanks, Latendresse, for making that awesome houses, labs and patches :)

Alchemy books are good too for the average alchemist :)

*Zoopster's alchemy book
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=746
Adds a very useful book. It has lists of what ingredients do you need for any effect. Tribunal and Bloodmoon ingredients marked with different colors.

If you like alchemy books, you have too:

*Sgaileach's illustrated book of alchemy
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2992


dude those two mods are exactly what I need! It gets very tiresome having to look at individual ingredients and going back and forth to what's in my apartus and what isn't to find stuff with same effects. Being able to take out stuff by sorting out effects, is just what I needed.
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Paula Rose
 
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Post » Fri May 13, 2011 2:42 pm

but, where is the desorter located in the CS?
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Mark
 
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Post » Fri May 13, 2011 6:24 pm

Nicholiatan's Desorter everything starts with OM_

if your using Sri's Alchemy,BTB - Alchemy or NOM it won't pull all the correct ingredients since they mix up the effects
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clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Fri May 13, 2011 5:15 pm

Nicholiatan's Desorter everything starts with OM_

if your using Sri's Alchemy,BTB - Alchemy or NOM it won't pull all the correct ingredients since they mix up the effects


What is OM_?
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Lewis Morel
 
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Joined: Thu Aug 16, 2007 7:40 pm

Post » Fri May 13, 2011 8:39 am

What is OM_?

it's the first three letters for the scripts and the activators.
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Killer McCracken
 
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Post » Fri May 13, 2011 2:59 pm

What is OM_?


oh nvm, I found them
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Etta Hargrave
 
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Post » Fri May 13, 2011 5:00 pm

@Zimnel

MWSE when moving the ingredients just moves all items for the ID type so you can't make it skip the NOM stuff


Thanks, I had to know... What I make is dropping the satchel to the ground and pick the food from the container. The inconvenient... to pick the sack you have to use the button "dispose of corpse"... When you do it, you recover separately ingredients, food and functional satchel.
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Laura-Jayne Lee
 
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