Skyrim

File information

Last updated

Original upload

Created by

CattyFr

Uploaded by

CattyFr

Virus scan

Safe to use

Documentation

Readme

View as plain text

Alchemy Overhual - Chemistry
Version 1.0
http://skyrim.nexusmods.com/mods/36389



This was made using Alchemy Overhaul by FOEnthusiast the non-Hearthfire version as a base. Until I started working on this mod I used the Hearthfire version in my own playthroughs, so I may have missed a few duplicate entries or other errors. Please let me know if you find any. Also keep an eye out for any vanilla potions that are not breaking down into components.



*****Installation and Updating*****

First Time Installation: Add .esp to data folder manually or install with NMM

Updating:
-If from Chemistry 0.2 or later replace the previous version with the new version either with NMM or manually.

-If up from Chemistry 0.1: Tell NMM "yes" you want to update.

*If you have "quantumbutterfly's Portable Alchemy Tools" installed. You no longer need them. If you choose to leave that .esp installed (since it does have a script for when you use the tools) it should not cause any problems with my mod, you'll just have two types of portable tools that ultimately do the same thing.

-If from one of FOEnthusiast's files change the name of my .esp file to the name of the version you have been using. If you don�t you'll lose any of this mods potions or ingredient that you have already crafted.


*****How to Craft Potions and Poisons*****

1. Go to an alchemy table that had an extractor and diffusor (Ex. Arcadia's Cauldron in Whiterun or Sleeping Giant Inn in Riverwood) or use the Portable extractor and diffusor. (They will be in the Miscellaneous section of your inventory. Click on either the extractor or the diffusor, then exit the inventory menu. The crafting menu will then open.)
2. Select the chemical ingredient you want to make.
Ex. Deathbell (Damage Health) -- >Venom
3. Leave that crafting menu and use the alchemy table
4. Select "Damage Health Poison" -- >Turns 3 Venom into a Damage Health Poison


*****Portable Tools - Alchemy Extractor and Alchemy Diffusor*****
-They can be crafted at the forge in the Misc category. You need 1 steel ingot to forge each of them.

-Once crafted they will be in the Misc section of your inventory. To use one of them simply click on the item (still in your inventory) to use it. Then leave your inventory, and the menu will open.

*quantumbutterfly's tools each required a refined malachite ingot to craft(In vanilla refined malachite can't be bought until level 18, and some smithing overhauls require perks to smelt them from ore). Since these tools are such a essential part of the mod I wanted them to be easily accessible from an early point in the game. Particularly since at this time I don't have any plans to add more static tools to Skyrim.



*****Compatibility*****

-*No Longer needed* quantumbutterfly's Portable Alchemy Tools (http://skyrim.nexusmods.com/mods/32932/ (Portable Extractor and Diffusors). As of Chemistry version 0.2 these are redundant. They should not cause a conflict if you leave them installed, but are now unnecessary since the same functionality is included in my mod. Leaving it installed will just mean there are two different sets of portable tools.

-Reported to be SkyRe compatible (if this is untrue or has changed please let me know since I do not use SkyRe)
-May conflict with things that change Alchemy perks
-Should be compatible with everything else, please let me know if you find a conflict.
-Ingredients added by other mods will not be usable. I will be making patches so the DLC ingredients work. I may make other patches if requested.


*****FAQ*****

Q: Is there a way to prevent the knowledge of what ingredients do unless you have the required perks or mix them? I don't need to have eaten an ingredient (don't know their effects) but I'm still able to take the effects with the Diffuser/extractor?

A:To the best of my knowledge (and FOEnthusiast�s) there is no way to have a recipe check whether or not you know what the effects of an ingredient are.

Q:What do the first perks in the Alchemy perk tree do now that potion effects are a fixed number? I don't see any improvement from putting points into it?

A:The effects of every potion and poison (besides Doom and Elixir) will upgrade with every point you put into the first perk, "Alchemist." If this isn't working for you for a particular potion let me know which one, if it isn't working for all of them, then there is probably a mod compatibility issue.

Q:Alchemy Enchantments don�t work.

A:To cut down on inventory clutter FOEnthusiast created potions with standardized strengths. It�s the Alchemist perks (1-5) that determine if a healing potion heals for 50 or for 100. The result is that the enchantment no longer works since the variable it affects isn�t part of how potions are made with this mod. I may change the enchantment at some point, but I have no idea what I would change it to or how I would make the change function. I�m open to suggestions.

Q:What are the �valve� and �knob� on the extractor and diffusor for?

A: The valve, the knob, and the spigot do absolutely nothing, they're just decorative - trying to hide the fact that the extractor is a tiny smelter with a spigot and the diffusor is a mini dwemer boiler with a valve jammed in it.

Q: Does it change the ID codes of ingredients?

A: All of the vanilla ID codes of the vanilla ingredients and potions remain unchanged. All of the vanilla potions remain in game and do appear in the loot tables.





*****To Do - In No Particular Order*****

-DLC plugins
-I may make variations (Ex. FOEnthusiast's Hard-core or quantumbutterfly's lore-friendly) or plugins for other mods that add ingredients if requested, or I add such a mod to my own game.
-NMM installer (if someone knows of a guide for how to make one of those please let me know)

*****Credits*****

Thanks to FOEnthusiast for the original Alchemey Overhaul - Chemistry (and its description). I started with these files as a base and built on them. Also thankyou for answering all my questions. I also used several pieces of the description and some of the screenshots.
Thanks to quantumbutterfly from whom I picked up the project of making bulk recipes for Chemistry. Also thankyou for telling me how to create portable crafting tools, and for giving me the needed script.