Notice - When this mod was first uploaded I forgot to bundle the scripts into the downloadable file. That is why the first file is labeled "Do not use". The second file has all of the scripts required to make the mod work. No one else has reported a problem since then, so I assume the mod works.
Hi, I'm still here, in a new game I created potions that should permanently increase both strength and endurance, they appeared as elixirs, I drank them but there was no effect, neither temporary nor permanent, at least as reported on the pip boy. Any suggestions?
Was this with the fixed mod download, or the original mod download? I know that in the original mod download, in addition to the fact that the script for the holotape that enabled the alchemy menu in the chemistry workbench was not included (which could be shown using the console command previously given to you by AndreChau), the scripts required to implement the permanent SPECIAL stat increase were also not included in that download.
The expected behavior for when you drink a given elixir, should be an increase of the corresponding SPECIAL stat, which you should be able to verify immediately in the pipboy, both in your stats tab, and in the SPECIAL perks screen (so long as your original attributes in the SPECIAL perks screen were less than 10 in the corresponding SPECIAL stat).
Thank you so much for letting us (recv5x and sandman099) know. Andrechau and you were both a great help. We are very happy to hear that the mod works properly!
There was a report they going to use skyrim magic in fallout 4 for witches, (area of map too small), any have look at the skyrim alchemy system and reset for local plants
I was actually able to find that article - It says the FO4 development team at one time considered introducing a magic and alchemy system into FO4 to tie in with the Salem Museum of Witchcraft quest. They changed their minds, and rewrote the quest with no magic or alchemy. The revised quest has a deathclaw chasing some gunners who stole its eggs as the monster. It is an interesting article that kind of explains why I see some headings and items in the creation kit for FO4 named the way they are.
I'm sorry, but it doesn't work for me. in the chemistry lab I only have a few more recipes related to the Heater Casdin mod. of course I have completely read all the contents of the holotag.
If you go to the console and type help sandman 0, do you also see "sandman_enable_alchemy = 0"? I'm just wondering if a script is supposed to change that variable to 1, and that is why it isn't working.
I don't see any scripts on the nexus site for this, so maybe it is embedded in the esp? I don't know anything about modding, so I can't say.
I had a look online and found you can change Global Variables as follows:
AndreChau - I think you have found the problem, and I think you are right. I thought that compiling the script in the terminal entry for recipes within the esp would be all that was required. Apparently that is sufficient to make the mod work in my game, but not so much if the esp is uploaded. I got recv5x (who works on mods with me sometimes) to look at this and he produced a fixed file that should contain the script required. Please give this a try, and let me know if it works (or not). Hopefully this one will work properly, but if not, we will try again.
One thing I have learned from this experience is that I have much to learn. Thanks for you patience and willingness to actually dig into this. I really want to make this mod work without people having to do a "work around" as you say. Without your efforts the problem may have never been identified.
Did you read all of the journal entries? The workbench menu won't trigger unless you read a specific one, the second last one if I remember right. Also, do you have any mods that affect the workshop benches in any way? In my experience most problems people have with mods are a result of a conflict with another mod.
Edit - I just tested again with a level 55 character I have not played the game with for several months. I made the holotape, then read the entry "Alchemy Recipes". Everything worked fine. I have also tested this with a brand new character, and the crafted holotape also worked fine for him.
If you have read all of the tape entries, then you may have a mod conflict of some kind. I myself have run into problems like that before with other people's mods. In those cases it was a conflict with another mod I had. Very seldom have I ever seen a mod not work for any other reason.
A couple of popular mods that appear to overhaul crafting and workshop functions in general are "Equipment and Crafting Overhaul" and SKK Workshop Ownership Utilities". If you are running either (or both) of these mods, or some other mod that does similar things, you may have a conflict there. I don't run either of those mods myself, so I don't know for sure. If you run either of those mods you could try placing my mod below them in the load order. If that does not help, then you may need to make a patch of some kind for one or both of those mods, if you have them.
"Equipment and Crafting Overhaul" and SKK Workshop Ownership Utilities"
I have both.
you may have a mod conflict
I'm not sure how to resolve it then as I can't see a conflict when I filter in fo4edit. I can copy the esp to a later slot? Can you tell me where the menu category should appear, will it be in the root directory or under utilities or something else?
I don't know what to tell you. Even as I write this reply I am in a save game with a level 229 character, one that I was playing long before this mod was even an idea. I "retired" this save and have not played it in a long time. The location is Spectacle Island. I made the holotape and read it. I entered the chemistry workbench and the heading "Alchemy Recipes" was right there at the top. I made a Fortify AP potion. I used the potion and it increased my AP pool by the amount it was supposed to. Everything appears to be working exactly as it should.
I ran into something like this before on another mod - the person having the problem could not see a conflict in FO4 Edit. We eventually figured out he had a very complex weapon overhaul mod that was over writing the characteristics of one item in my mod. It was not a "conflict" per se, just that certain parameters set in that mod took priority over parameters affecting the same items in my mod. Call it an incompatibility, rather than a full blown conflict that has obvious catastrophic results. I don't know what he did to solve the conflict.
I read a bit of the descriptions of both Equipment and Crafting Overhaul and SKK Workshop Ownership Utilities. It looks like both mods do a very large scope overhaul of the crafting system. If one of those mods changes any characteristics of the vanilla crafting workbenches in any way, that could break my mod. I don't know what else you have, but any mod that changes things with the vanilla crafting system could conflict with my mod.
I am sorry my mod does not work in your load order. Obviously the problem is a mod conflict or a situation where a mod you have over writes something in my mod. I can't really help here, because I can't troubleshoot something that is working fine on my end. The only difference I can think of between your data folder and mine is the different mods we use. I can't make a mod while anticipating every possible other mod out there that may not be compatible with it. If a mod you have is not compatible with my mod, then you have to figure out which one it is, and then decide what to do. I can't help with that. Maybe if you move my esp file to the bottom of your load order that may help, but I really don't know.
I created a new profile and installed your mod onto it. I ran around to where the journal is, read every entry, then used tgm to build a chem workstation and checked to see if it was there. No new menu category that I can see.
I'm looking at fo4edit.
"You have learned the secrets of Alchemy!"
Spoiler:
Show
I never see that message.
Global Variables checked in console - sandman_enable_alchemy = 0.
Is it supposed to be 1? I forced it to 1 using console. That seems to fix it. set sandman_enable_alchemy to 1
Is a script missing from the nexus site?
Now Vortex doesn't disable CC content when it creates a new profile, so maybe it is conflicting with something there.
Oh well. If other people use this and also don't see the menu category, then maybe we can look at a workaround. I don't know much about modding and don't know what is possible.
15 comments
The expected behavior for when you drink a given elixir, should be an increase of the corresponding SPECIAL stat, which you should be able to verify immediately in the pipboy, both in your stats tab, and in the SPECIAL perks screen (so long as your original attributes in the SPECIAL perks screen were less than 10 in the corresponding SPECIAL stat).
Anyway, did you try the mod? did it work OK?
of course I have completely read all the contents of the holotag.
I don't see any scripts on the nexus site for this, so maybe it is embedded in the esp? I don't know anything about modding, so I can't say.
I had a look online and found you can change Global Variables as follows:
set sandman_enable_alchemy to 1
That seemed to solve the problem.
One thing I have learned from this experience is that I have much to learn. Thanks for you patience and willingness to actually dig into this. I really want to make this mod work without people having to do a "work around" as you say. Without your efforts the problem may have never been identified.
Ok, I crafted, then read the holotape, but I don't see the new category.
Edit - I just tested again with a level 55 character I have not played the game with for several months. I made the holotape, then read the entry "Alchemy Recipes". Everything worked fine. I have also tested this with a brand new character, and the crafted holotape also worked fine for him.
If you have read all of the tape entries, then you may have a mod conflict of some kind. I myself have run into problems like that before with other people's mods. In those cases it was a conflict with another mod I had. Very seldom have I ever seen a mod not work for any other reason.
A couple of popular mods that appear to overhaul crafting and workshop functions in general are "Equipment and Crafting Overhaul" and SKK Workshop Ownership Utilities". If you are running either (or both) of these mods, or some other mod that does similar things, you may have a conflict there. I don't run either of those mods myself, so I don't know for sure. If you run either of those mods you could try placing my mod below them in the load order. If that does not help, then you may need to make a patch of some kind for one or both of those mods, if you have them.
Yes.
I have both.
I'm not sure how to resolve it then as I can't see a conflict when I filter in fo4edit. I can copy the esp to a later slot? Can you tell me where the menu category should appear, will it be in the root directory or under utilities or something else?
I ran into something like this before on another mod - the person having the problem could not see a conflict in FO4 Edit. We eventually figured out he had a very complex weapon overhaul mod that was over writing the characteristics of one item in my mod. It was not a "conflict" per se, just that certain parameters set in that mod took priority over parameters affecting the same items in my mod. Call it an incompatibility, rather than a full blown conflict that has obvious catastrophic results. I don't know what he did to solve the conflict.
I read a bit of the descriptions of both Equipment and Crafting Overhaul and SKK Workshop Ownership Utilities. It looks like both mods do a very large scope overhaul of the crafting system. If one of those mods changes any characteristics of the vanilla crafting workbenches in any way, that could break my mod. I don't know what else you have, but any mod that changes things with the vanilla crafting system could conflict with my mod.
I am sorry my mod does not work in your load order. Obviously the problem is a mod conflict or a situation where a mod you have over writes something in my mod. I can't really help here, because I can't troubleshoot something that is working fine on my end. The only difference I can think of between your data folder and mine is the different mods we use. I can't make a mod while anticipating every possible other mod out there that may not be compatible with it. If a mod you have is not compatible with my mod, then you have to figure out which one it is, and then decide what to do. I can't help with that. Maybe if you move my esp file to the bottom of your load order that may help, but I really don't know.
Sorry.
I'm looking at fo4edit.
"You have learned the secrets of Alchemy!"
I never see that message.
Global Variables checked in console - sandman_enable_alchemy = 0.
Is it supposed to be 1? I forced it to 1 using console. That seems to fix it.
set sandman_enable_alchemy to 1
Is a script missing from the nexus site?
Now Vortex doesn't disable CC content when it creates a new profile, so maybe it is conflicting with something there.
Oh well. If other people use this and also don't see the menu category, then maybe we can look at a workaround. I don't know much about modding and don't know what is possible.