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Advanced Herbalism 1.2

Changes

There were a couple of script errors that were fatal in OpenMW engine but ignored in Bethesda's engine, in any case the mod could never have completly worked as expected. As I have been unable to contact andoreth for 3 months I have corrected the errors and released an OpenMW vesion. In theory changing the extention to esp will allow it to work on the original engine but I cannot test that as I do not use windows.

All credit goes to andoreth for the original mod.

Advanced HerbaliSM v1.1

Author: andoreth
contact: email: [email protected] or pm via the morrowind forums (andoreth), thx.


Changes to Version 1.1:

A new icon has been added to each seed. I have tried to pick what I thought were appropriate seeds for each plant where possible.

Some errors in message boxes and one type have been fixed.

Unresponsive Marshmerrow plant (grown from seed) has been fixed.

The Herbalist Trainers have had their inventories changed to eliminate CTDs if buying several seeds of the same type in one visit.


Known Conflicts:

There are no "dangerous" known coflicts at this time. If you are planning to use both Advanced Herbalism and Sri's Alchemy it is best if SA is listed above AH on your data files list. If SA is below, your game will still run safely, but the spore pod and holly plants will not carry the AH scripts.


Credits:

Advanced is based on the Herbalism v1.1 Mod by Balor and Shanjaq which is available at www.thelys.com. This mod, however, contains 90% original scripting and is not intended as a new version of Balor's mod, but as a completely new mod. Herbalism has always been one of my favorite mods, and I want to take this moment to thank Balor and Shanjaq for their hard work.


Installation:

Place the proper .esp file and the Icons folder into your Morrowind/Data files folder. You will find the icons at Morrowind/Data Files/Icons/jjs/seeds. If you are already running any mod that adds scripts to the floral containers in Morrowind (Herbalism, Herbalism lite, Ultralite Herbalism, etc.), that mod will need to be "cleaned" out of your game before this mod can be used. YOU ONLY NEED ONE .ESP! ;)

.esp guide:

Advanced Herbalism - Mo ..... Morrowind only, use if you have no expansions
Advanced Herbalism - TR ..... Tribunal, use if you have Tribunal but not Bloodmoon
Advanced Herbalism - BM ..... Bloodmoon, use if you have Bloodmoon, but not Tribunal
Advanced Herbalism - TR & BM. Tribunal and Bloodmoon


Mod Description:

This mod makes 3 major changes to the game.

1.) In the tradition of all of the "Herbalism" mods, plant containers have been changed so that they are no longer "opened", like a chest. Instead, when you activate a plant, its ingredients (if any) are placed directly into your inventory. Then, the plant is deactivated (and disappears) until it is ready to be picked again.

2.) There is now a new skill called "Herbalism". This skill determines the player's ability to successfully pick plants and retrieve ingredients. At first, there is a good chance that plants will be harmed when you try to harvest them and provide no ingredients. After training and practicing in Herbalism for a while, not only will harvesting be more successful, but the plants themselves will become more productive. The player will have a chance to gain double or triple ingredients from a plant.

3.) There is a chance to find seeds in plants when you pick them. These seeds can be planted anywhere, and they will grow new plants that can then be harvested for ingredients (and occasionally new seeds). With a little patience, anyone can grow anything from a beautiful garden to a profitable plantation.


Changes I have made to the Herbalism concept:

1.) I have fleshed out Herbalism as a fully implemented skill that should grow through-out a large portion of the player's game. There is a reason that I have chosen to call this mod Advanced Herbalism, in that it will take a more work to become an expert Herbalist. The Herbalism skill is now designed to more closely match the misc. skills already in the game.


1.a) Specific changes to harvesting:


Alchemy skill no longer has a bearing on harvesting success.

Harvesting success now starts much smaller (10% at level 5), but grows at a smoother rate over a longer period of time.

Double and Triple harvests cannot appear at the smaller Herbalism levels.

Herbalism skill no longer increases if the player fails at a harvest.

When a plant is picked, it takes 30 days for it to grow back. This means that you cannot wait until the last day of the month, harvest a large area, and find all of the plants back the next day.


1.b) New Training Opportunities:


There are now several Herbalism trainers on the Vvardenfell main island. Testers: One can be found near the Lighthouse in Seyda Neen.

These trainers each have the dialog topic "Herbalism Training". Choose it for a simulated training session that simulates the normal training in the game. The price for training is influenced by the player's skill and the NPC's disposition towards the player, just like normal training. Two hours pass used when training.

There is now a small series of skill building books that have been added to the leveled lists and a few direct places in the game. One of these books is the Vvardenfell Almanac (available from Arille's Tradehouse), which gives information on the phases of the moons and daily advice.


2) Changes to the seeds:

Seeds are now alchemical agents in their own right and can be used in making potions! They have a smaller number of properties than their parent plants. This sometimes makes the seed a bit less useful, but often makes them much more so, since there is a smaller chance for bad potion side-effects.

Seeds are now sometimes available from venders and containers. Not good enough to find seeds in the wild? Buy them! ;)

Seeds are not 100% effective. The better your herbalism skill is, the higher the chance that a plant will grow.

Seeds are not instantaneous. It takes about 2 weeks (actually 15 days) for a planted seed to grow into a plant. Still amazingly fast, but a bit more balanced.

The plants that grow from seeds are placed with more precision. No more floating or sunken plants in most conditions.

A warning about seeds: once a seed is in your inventory, it will be planted WHEREVER you drop it. The plant will grow just as happily on a table as in the ground. (What a wonderful island Vvardenfell is!) If you want to get a seed out of your inventory, but you don't want to plant it, be sure to place it into a container.

However, there is a weeding hoe that can be bought from Arrille (Seyda Neen). It equips as a ring. If you "wear" it while harvesting plants that have grown from seed, they will be dug up and discarded. You will need a new seed to replace them, but this will make mistakes in planting fixable.


Wrap Up:

Thanks for downloading my mod. :) Please contact me if you have any questions, comments, complaints, compliments, or you find any bugs.


Special thanks to:


Daduke
Frosted_Gamepad
Gold_Dragon
Greevar
KAIN_THE_JACKAL
Lucypher
Mantodea
mfelisandy
Obstrepia
Persephone
Sauron3791
Starseeker
Tatriya
zahratustra


for their submissions to the almanac. What a wise group!


I want to give and extra special, special thanks to Mica_Stratosphere. If you find any bugs in this mod, it is my fault, if you don't find any bugs, it is Mica's! ;)