ELEX II
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Tiny Hatastrophe

Uploaded by

TinyHatastrophe

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About this mod

Allows to create stronger potions out of weaker potions - must have for late game!

Permissions and credits
Changelogs
1. Features
Upgradable Potions allows to create stronger potions out of weaker potions. Created with late game in mind, for everybody who obtained
hundreds of weak potions that are now way too weak to be useful. Heavily inspired by recipes from Elex 1. Each recipe requires one less Chemistry skill level than normal recipe for same potion.

New recipes:
  • 2 x Small Healing Potion -> Medium Healing Potion
  • 2 x Medium Healing Potion -> Strong Healing Potion (requires Chemistry level 1)
  • 2 x Strong Healing Potion -> Mighty Healing Potion (requires Chemistry level 2)
  • 2 x Small Elex Potion -> Medium Elex Potion (requires Chemistry level 2)
  • 2 x Medium Elex Potion -> Large Elex Potion (requires Chemistry level 2)

Known bugs and limitations:
  • Each potion works like a recipe for itself, and that means player can't create potion so for example to create mighty healing potion player needs to already have at least one mighty healing potion in inventory to create new ones from medium healing potions.
  • Drinking effect in potion description is now listed twice. It doesn't affect how potion works when drunk, just description.

2. Installation
Copy m_*_Upgradable_Potions_*.pak into ELEX2/data/packed directory. Done!

To verify if mod is installed correctly, check selling value of potions in inventory:
  • Medium Healing Potion: 19 elexit
  • Strong Healing Potion: 39 elexit
  • Mighty Healing Potion: 49 elexit
  • Medium Elex Potion: 99 elexit
  • Large Elex Potion: 149 elexit

3. How to use
Find Lab Bench. For each potion listed above you will see new recipe option, but only if you have at least one of them in your inventory.

4. Uninstallation
Remove m_*_Upgradable_Potions_*.pak from ELEX2/data/packed directory.

5. FAQ
  • I've followed the instruction to the letter and mods is still not working. Help?

    Check if other mods are not conflicting with Upgradable Potions. The easiest way to do it is to launch game without other mods.
  • What version of the game are supported?

    Both Steam and GOG versions should work, as long as they are updated.
  • How can I verify if mod is working?

    Check selling value in inventory for potion you want to create. If it's selling value ends with 9, that means mod is working, at least for that potion.

6. Additional information
  • Mod overwrites files in Template/:
    • It_Po_Health_Full.elex2tpl
    • It_Po_Health_Large.elex2tpl
    • It_Po_Health_Mid.elex2tpl
    • It_Po_Perm_ElexBlue_Attribute.elex2tpl
    • It_Po_Perm_ElexBlue_Learning.elex2tpl
  • Detailed how this mod work:
    • class "gCRecipe_PS" was added to template for each potion to make them work as recipes
    • "enum gERecipeCategory Craft = gERecipeCategory_Chemistry;" makes recipe available in Lab Bench
    • class "gCCraftIngredient" is used to set ingredients for creating potion
    • class "gCSkillValue" is used to set requirements for Chemistry skill level
  • Prepared based on Steam/English/1.0.85.0 version of Elex 2

7. Changelog
  • 0.1.0
    • initial implementation
    • all healing and blue elex potions are supported