[RELz] Advanced Alchemy v1.2

Post » Fri May 13, 2011 12:39 pm

Description :
The main goal of this mod is to make alchemy more immersive.
With this mod Alchemy skill is even more important, so train it.

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 (but you need to be in spell mode).

This mod go further by adding some new features :
- You can only use your apparatuses.
- You can't make potion in inventory : BE CAREFUL before engage combat.
- You need to be concentrated to make potion : need to be in spell mode.
- You need to reach a certain skill level in Alchemy before using quality apparatuses without penalties.
- TimeFlow : making potions take time.

GMST's tweaks for home-made potions :
Duration is decrease by 30% and to balance that, effects are 20% stronger.
Value is strongly decreases by 10 : so, you can always sell your home-made potions but it's harder to make money with.

You can configure Penalties and TimeFlow features ingame by equipping a mortar.

This mod is dependent upon Morrowind Script Extender (MWSE).
This mod is already clean, so don't clean it.

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

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

Advanced Alchemy

Version : v1.3
Author : DarkSCR
Released : 08/11/2010
*****************************************************************

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.
With this mod Alchemy skill is even more important, so train it.

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 (but you need to be in spell mode).

This mod go further by adding some new features :
- You can only use your apparatuses.
- You can't make potion in inventory : BE CAREFUL before engage combat.
- You need to be concentrated to make potion : need to be in spell mode.
- You need to reach a certain skill level in Alchemy before using quality apparatuses without penalties.
- TimeFlow : making potions take time.

GMST's tweaks for home-made potions :
Duration is decrease by 30% and to balance that, effects are 20% stronger.
Value is strongly decreases by 10 : so, you can always sell your home-made potions but it's harder to make money with.

You can configure Penalties and TimeFlow features ingame by equipping a mortar.

This mod is dependent upon Morrowind Script Extender (MWSE).
This mod is already clean, so don't clean it.


*****************************************************************
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 v0.9.4+) 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.

If you use either 'Dwemer Alchemy Set (1.00 R3).esp' or '£exa's Dwemer Alchemy V2 (EN).esm' check also the box next to the
'Advanced Alchemy - LDA Patch.esp' file.

LOAD ORDER :
...
£exa's Dwemer Alchemy V2 (EN).esm
...OR...
Dwemer Alchemy Set (1.00 R3).esp
...
Advanced Alchemy.esp
Advanced Alchemy - LDA Patch.esp
...


*****************************************************************
4. PLUGIN FEATURES
*****************************************************************
Making potions :

If you want to make potions, be sure to be in spell mode (new method since v1.3).

Then, 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, simply activate it (but leave the spell mode).
You can also use telekinesis to grab the object from a distance.


***************
You can only use your apparatuses.
If you want to use an apparatus which is not yours, you must s... it first.
That corrects one of the AHA mod biggest issue.


***************
You can't make potions in inventory : BE CAREFUL before engage combat.
So if you want to make potions you must :
- Take apparatuses you want to use in your inventory and place them in the world.
- Activate what you want to use (at least a mortar).

Yes, now you must be concentrated to make potions.


***************
Alchemy penalties :

With AA, you should wait to reach a certain skill level before using quality apparatuses.
Under this skill level, you'll have an Alchemy penalty when making potions.
Above this skill level, the apparatus can always be used as in vanilla Morrowind and you continue to have better results as long as you progress.

So if you're highly skilled, you should have absolutely no trouble using the more basic tools,
but the results would not be as good as with the better equipment.

You can choose between 3 levels of difficulty :
- Easy : offset=0 => no penalties
- Normal : offset=20 (Default)
- Hard : offset=25

Apparatus properties (quality not changed) :
- Penalty multiplier :
Apprentice : 0
Journeyman : 1
Master : 2
GrandMaster : 3.5
Dwemer : 4 (if you use LDA)
SecretMaster : 5.5
- Minimum skill to avoid penalty with Normal mode (with Hard mode) :
Apprentice : 0 (0)
Journeyman : 20 (25)
Master : 40 (50)
GrandMaster : 60 (75)
Dwemer : 80 (100)
SecretMaster : 100 (125)

If you want to have the best results, use each apparatus in his ideal range with Normal mode (with Hard mode) :
Apprentice : 0 - 19 (0 - 24)
Journeyman : 20 - 39 (25 - 49)
Master : 40 - 59 (50 - 74)
GrandMaster : 60 - 79 (75 - 99)
Dwemer : 80 - 99 (100 - 124)
SecretMaster : 100+ (125+)

With an Alchemy skill at 15 (mode Normal), you should use the Apprentice.
With an Alchemy skill at 45 (mode Normal), you can use an Apprentice, a Journeyman or a Master without penalty and the best results are with the Master.
With an Alchemy skill at 45 (mode Hard), you can use an Apprentice or a Journeyman without penalty and the best results are with the Journeyman.

Penalty formula :
truncate( ( Offset * mult - AlchemySkill + 9 ) / 10 ) * 10


***************
TimeFlow : making potion take time.
Each second passed in alchemy menu advances game time by a certain amount of time.
That also simulate the concentration you need to make potions.

By default, 10 seconds passed in this menu advances game time by 30 minutes.

You can configure that ingame and set value betwwen 0 and 10 ingame hours.


***************
Some GMST tweaks to :
- Strongly decrease by 10 the value of self made potions but not zero.
- Decrease duration by 30%.
- Increase magnitude by 20%.

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) : value of self made potion

If you want to tweak only value and keep magnitude and duration like in vanilla use these values instead :
fPotionT1DurMult = 0.10
fPotionT1MagMult = 0.30

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


***************
Apply changes made by Morrowind Patch (by Quorn) : typo changes and mesh and icon for Journeyman Calcinator.


*****************************************************************
5. PLUGIN VERSION
*****************************************************************
v1.3
Change Use method : need to be in spell mode to make potions.

v1.21
Correct File Master out of date (Wrye Mash)!!!

v1.2
Add 3 levels of difficulty for Alchemy penalties.
Correct a rare bug.
Rework readme.

v1.1 :
Add a configuration menu.
Add a compatibility patch to use with £exa's Dwemer Alchemy.

v1.0 :
Initial release.


*****************************************************************
6. CONFLICTS & BUGS
*****************************************************************
Don't use this mod with AtHomeAlchemy by Syclonix.

No knows bugs or others conflicts.

Feedback, comments, suggestions, bug reports are welcome !

This mod is already clean, so you don't need to clean it !


*****************************************************************
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.
£exa for £exa's Dwemer Alchemy.
Kefke the Wren for use method idea.

Thanks
Forums for so many usefull infos and ideas.


*****************************************************************
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
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Fri May 13, 2011 4:57 pm

I've reupload files because of an orange box in Wrye Mash near the plugin !!!

So if you have download v1.2 please download v1.21.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Fri May 13, 2011 5:13 am

Thanks for the update! ^_^

This is an awesome mod.
It provides a much needed improvement to the alchemy system.
I'll definitely be using this during my next play-through, you can count on it! :D
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Fri May 13, 2011 12:19 pm

This sounds like an excellent mod, definitely adds some much needed depth and realism to the alchemy system. I'll have to remember to give this a try the next time I decide to play a character with alchemy skills. (Provided I can get MWSE to work properly.)

My only suggestion is making bottles/flasks a requirement to brew potions. It seems someone suggested the same thing on PES as well.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Fri May 13, 2011 2:49 pm

There's one thing about AHA that bugged me, and it looks like you carried it over. Is it still set so that activating normally "fires" the item and you have to sneak to take it?

Personally, I'd been thinking of changing the scripting on that (though I haven't yet because I'm paranoid of breaking scripts) and using GetSpellReadied. The intent being to make it pick up normally, and "use" only when you're in spellcasting mode. What would you think of doing it like that?
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Fri May 13, 2011 2:19 pm

It's great to see an update. I really like this mod. :)

There's one thing about AHA that bugged me, and it looks like you carried it over. Is it still set so that activating normally "fires" the item and you have to sneak to take it?

Personally, I'd been thinking of changing the scripting on that (though I haven't yet because I'm paranoid of breaking scripts) and using GetSpellReadied. The intent being to make it pick up normally, and "use" only when you're in spellcasting mode. What would you think of doing it like that?

I like this idea.
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Fri May 13, 2011 4:00 am

Thanks all...

My only suggestion is making bottles/flasks a requirement to brew potions. It seems someone suggested the same thing on PES as well.

Yes I've see this idea : the problem is that is impossible to know how many potions player try to make. The only possible requirement could be to have at least 1 bottle/flask, but that's a bit odd.

There's one thing about AHA that bugged me, and it looks like you carried it over. Is it still set so that activating normally "fires" the item and you have to sneak to take it?

Personally, I'd been thinking of changing the scripting on that (though I haven't yet because I'm paranoid of breaking scripts) and using GetSpellReadied. The intent being to make it pick up normally, and "use" only when you're in spellcasting mode. What would you think of doing it like that?

It seems like a good alternative... And alchemy is a magicka skill...
I'll look at this.
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Fri May 13, 2011 6:47 pm

Version 1.3 online.

New method to use apparatuses : you need to be in spell mode and activate them.
Its more immersive...
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Fri May 13, 2011 6:34 pm

The ReadMe states:
If you want to use an apparatus which is not yours, you must s... it first.

Can you clarify what that means?
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Fri May 13, 2011 4:54 am

The ReadMe states:
If you want to use an apparatus which is not yours, you must s... it first.

Can you clarify what that means?

Yes, just steal it !
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Fri May 13, 2011 4:21 am

Version 1.3 online.

New method to use apparatuses : you need to be in spell mode and activate them.
Its more immersive...

Great!
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Fri May 13, 2011 6:29 pm

Version 1.3 online.

New method to use apparatuses : you need to be in spell mode and activate them.
Its more immersive...


I'm glad this idea worked out. :celebration:
User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Fri May 13, 2011 7:11 am

New method to use apparatuses : you need to be in spell mode and activate them.


It is an awesome idea!
Being the NOM junkie that I am, I like the idea of not being able to eat while I make potions.

Here I am, working with both hands, mixing ingredients, stirring and heating liquids, lighting the pilot in my calcinator, etc.
When suddenly... "You have eaten an apple."

...How?

User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Fri May 13, 2011 5:22 am

I also really like the spell casting mode idea! Great small improvement. :goodjob:
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Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Fri May 13, 2011 6:16 am

Some good ideas in here, DarkSCR. Thanks for releasing this :thumbsup:
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sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Fri May 13, 2011 11:25 am

Time for an update.

Already done :
- Add a limit to configure the mod : the mod can be configured only 3 times.

Questions :
- With MCP 2.0 (beta) and the new feature "Swift casting" , player have to use the "0" key to be in spell mode : is it OK ?
- Feedback on GMST's tweak.

Is there any other things to add or to change ?
User avatar
LuCY sCoTT
 
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