[RELz] Advanced Alchemy

Post » Thu Jun 17, 2010 9:45 am

The main goal of this mod is to make alchemy more immersive.

This mod has been inspired (but completely redone) by the mod AtHomeAlchemy (by Syclonix).

So like AHA, now you can perfectly place your alchemy set in the world and use it without moving it.
Instead, you can now simply "fire up" the apparatuses you wish to use by activating them.

This mod go further and it make things slightly harder because player should choose adequate apparatuses (relative to his Alchemy skill).
He also need to be concentrate and need time to make potions.

So, nice new features are :
- Player can't use other people apparatus.
- Player can't make potion in menumode.
- Now each apparatus has an ideal range of use based on Alchemy skill : train your Alchemy before using quality items.
- Time flowing when player is making potions.
- Home made potions are cheaper, effects are stronger but duration is less.


This mod is dependent upon Morrowind Script Extender (MWSE).

PES Download and Screeshoots :
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8524

Alternate download (tesnexus) :
http://tesnexus.com/downloads/file.php?id=32628


Edit : the mod is already clean.

Readme
*****************************************************************
The Elder Scrolls III
MORROWIND:

Advanced Alchemy

Version : v1.0
Author : DarkSCR
Released : 21/06/2010
*****************************************************************

Index:

1. Description
2. Installation
3. Playing the Plugin
4. Features
5. Version
6. Conflicts
7. Credits
8. Copyright


*****************************************************************
1. DESCRIPTION
*****************************************************************

The main goal of this mod is to make alchemy more immersive.

This mod has been inspired (but completely redone) by the mod AtHomeAlchemy (by Syclonix).

So like AHA, now you can perfectly place your alchemy set in the world and use it without moving it.
Instead, you can now simply "fire up" the apparatuses you wish to use by activating them.

This mod go further and it make things slightly harder because player should choose adequate apparatuses (relative to his Alchemy skill).
He also need to be concentrate and need time to make potions.

So, nice new features are :
- Player can't use other people apparatus.
- Player can't make potion in menumode.
- Now each apparatus has an ideal range of use based on Alchemy skill : train your Alchemy before using quality items.
- Time flowing when player is making potions.
- Home made potions are cheaper, effects are stronger but duration is less.


This mod is dependent upon Morrowind Script Extender (MWSE).


*****************************************************************
2. INSTALLING THE PLUGIN
*****************************************************************

To install the plugin, unzip the files into the Morrowind/Data Files
directory.

REQUIREMENTS:
Morrowind, Tribunal, Bloodmoon.
Morrowind Script Extender (MWSE v0.9.2 or later) or MGE (3.8+).


*****************************************************************
3. PLAYING THE PLUGIN
*****************************************************************

From the Morrowind Launcher, select Data Files and check the box
next to the Advanced Alchemy.esp file.


*****************************************************************
4. PLUGIN FEATURES
*****************************************************************

Activating alchemy apparatus now will "fire it up" to be used for
potion making. Simply activate all the apparatuses you wish to use
then activate the mortar and pestle to bring up the alchemy menu.

Apparatuses that have been activated will remain activated until
you leave the room or you stay near them.
If you want to use a different apparatus than the one currently active,
just fire up the new one and the old apparatus will automatically turn off by
itself.

To take or steal an apparatus, hold the sneak key when activating it.
You can also use telekinesis to grab the object from a distance.

***************
New features :
***************
You can't use an apparatus which is not yours, you must steal it first.

***************
You can't make potions in menu mode : BE CAREFUL before engage combat.
You must be concentrated to make potions.

***************
Now each apparatus has an ideal range of use (based on your Alchemy skill) :
- Apprentice : 0 - 19
- Journeyman : 20 - 39
- Master : 40 - 59
- GrandMaster : 60 - 79
- SecretMaster : 80 - ...

You can always use an apparatus after its ideal range (you're skill making better potions).
If you use an apparatus below its ideal range, you'll have a temporary curse.
This feature can be desactivate, simply edit one global var :
DSC_AA_UseCurse=0 (default =1)

***************
TimeFlow :
Each second passed in alchemy menu advances game time by a certain amount of time.
By default, 20 seconds passed in this menu advances game time by one hour.

You can configure this feature by editing this global var :
DSC_AA_TimeFlowMult=180
Increase it to make time flowing more quickly.
Decrease it to make time flowing more slowly.
Put 0 to desactivate this feature.

***************
Some GMST tweaks to :
- Strongly decrease value of self made potions but not zero.
- Decrease duration.
- Increase magnitude.

fPotionStrengthMult = 0.1 (before 0.5) : decreases duration, magnitude and value.
fPotionT1DurMult = 0.15 (before 0.5) : increases duration to balance fPotionStrengthMult decreases.
fPotionT1MagMult = 0.25 (before 1.5) : increases magnitude to balance fPotionStrengthMult decreases.
iAlchemyMod = 1 (before 2) : cost of self made potion / 2

If you don't like these tweaks, just open the mod and delete these GMSTs.

*****************************************************************
5. PLUGIN VERSION
*****************************************************************

v1.0 :
Initial release


*****************************************************************
6. CONFLICTS & BUGS
*****************************************************************

No knows bugs or conflicts.

Feedback, comments, suggestions, bug reports are welcome !


*****************************************************************
7. CREDITS
*****************************************************************

Bethesda for Elder Scrolls series : did you play Arena ?
Syclonix for AtHomeAlchemy which inspired this mod.
Fliggerty for all his MWSE mods.
Taddeus for testing and many ideas.
Quorn for his compilation work on Morrowind Patch.

Thanks
Forums for so many usefull infos.

*****************************************************************
8. COPYRIGHT
*****************************************************************

You are free to modify and re-distribute this work, so long as you :
1- Contact me : if I won't reply for 1 month -> go on !
2- Give the author(s) credit proportional to their contribution to the final work.
3- Distribute the final work under the same terms.

By downloading and running this plugin, you acknowledge the following :
- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
damage to your game saves, operating system, computer, etc,
when using this plugin.


NOTE: Please do not upload any of my plugins for distribution without my permission.
I strongly prefer to have access to everywhere that my work is hosted so that I can update and maintain all of it.


You can contact me via Bethesda's official forums at http://www.gamesas.com/bgsforums/index.php?act=idx under the username DarkSCR.

User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Wed Jun 16, 2010 10:20 pm

Thank you for this, already grabbed! :thumbsup:
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Thu Jun 17, 2010 9:54 am

Downloaded. I'll use it with my next character. :)
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Thu Jun 17, 2010 4:23 am

Assuming my fiance approves (she is the Alchemy nut), this will probably be finding a home in my game from here on out - thanks much for this.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Thu Jun 17, 2010 12:00 am

I'd like to recommend that you include in the Readme a specific note not to use a GMST cleaner on the plugin (I always check modules with ESCOG, for example, just to see if they actually need cleaning).
User avatar
Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Thu Jun 17, 2010 6:40 am

This sounds great, Ill give it a twirl when i get home, thank you
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Thu Jun 17, 2010 9:14 am

Thanks all !

And yes the mod is already clean.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Thu Jun 17, 2010 1:00 am

Just add alternate download for those who doesn't use PES.
See first post.
User avatar
Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm


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