Morrowind
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magg4152

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25 comments

  1. stifu86
    stifu86
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    I have a little tweak for your mod. When leveling alchemy, you usually want to know how many ingredients you have to achieve a certain effect and how valuable those ingredients are. I simply appended that information to the ingredient names by modifying the following functions like this.
    ?function makeIngrList(p)
      for _,v in pairs(this.playerIngredients) do
        local tmpId = tes3ui.registerID(d.pfx .. "txt" .. ts(v.object.id))
        local txt = v.object.name .. " x " .. ts(v.count) .. " (" .. ts(v.object.value) .. "g)"
        local tmpTxt = makeClickable{parent = p, id = tmpId, text = txt, same = true, pad = 2}
        tmpTxt.autoWidth = true
        tmpTxt.widthProportional = 1.0
      end
    end

    function this.initAvailList()
      for index, val in ipairs(this.playerIngredients) do
        local tmpFx = makeIngredientFXList(val.object.effects, val.object.effectAttributeIds, val.effectsSkillIds)
        iname = val.object.name
    local tmpStr = iname .. " x " .. ts(val.count) .. " (" .. ts(val.object.value) .. "g)"
        for index2, val2 in ipairs(tmpFx) do
          if (val2 ~= "xx") then
            local fxp = fxIsPresent(this.currentFx, (ts(val2)))
            fxid = ts(val2)
            if (not fxp) then this.currentFx[fxid] = {tmpStr} -- make new fx entry
            else table.insert(this.currentFx[fxid], tmpStr) end -- update fx entry by adding ingredient name
          end
        end
      end
      this.makeAvailStrings()
    end

    Apparently, the window width does not scale very well with the increased text width, so you might need to add some further tweaks to account for that. I am super happy with that additional information, 'though, as it really helps me leveling up my alchemy.
    1. magg4152
      magg4152
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      If I remember, I could look into implementing something like that.
    2. Senteth
      Senteth
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      That's a pretty nice little tweak. To change the width of the ingredient window, open up main.lua and change
      pane.minWidth = 250
      to
      pane.minWidth = 350
      and that should be enough to comfortably accommodate longer ingredient names.
  2. MazDraguul
    MazDraguul
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    Hi, this looks like a cool mod! I'd like to try if it works better then the 'mwse alchemy filter' mod for me. Because your menu looks more appealing in the screenshots (scrolling through all the menu's in the 'mwse alchemy filter' mod is annoying for me).

    But I couldn't get your mod to work.

    I installed it through Wrye Mash and I have installed all the requirements you listed . I even installed the whole Tamriel Rebuilt. I was in the alchemy menu when trying your hotkey. I changed the hotkey in main.lua. I disabled the 'mwse alchemy filter' mod and ran Mlox again. I repaired my save game in Wrye Mash. I got an error log after that but maybe that function isn't working all that well anymore in Wrye Mash. Here is my modlist: https://pastebin.com/xrHngVKk . I'll try to update it tonight with my recently installed mods and full mod list (not only the esp's). I didn't have a mortal and pestle: could that be a problem? My character is only level 3. I'll try starting a new game and cheating myself a mortal and pestle. Any other ideas why it doesn't work?

    Edit: full mod list here: https://pastebin.com/bsCz0cBC and esp list here: https://pastebin.com/h5Nyw1rb
    1. drevilz4l
      drevilz4l
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      Same here. Doesn't work at all with installed the listed requirements.
    2. chipmunkr
      chipmunkr
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      doesn't work for me either...tried changing the hotkey and fixing the open bug currently on the Bugs tab (the data.pfx thing). Still no dice.
    3. magg4152
      magg4152
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      I apologize I forgot about the posts since I've not made too many mods, I feel like a negligent absent father oops. If I remember to do so I'll try to look into this issue.
    4. magg4152
      magg4152
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      ok it turns out I'm kinda dumb. I made a MWSE mod but didn't list MWSE in the requirements. I started a fresh game with only the (updated) requirements and it was working as expected. I am so incredibly sorry about this.
  3. AuroravisVL
    AuroravisVL
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    So I have had this pfx thing as well and I think this fix works.

    Ver 2 (of the mod) has it's data.lua in this format:
    local data = {}
    data.pfx = "AHelp:"
    data.effects = ...

    whereas V1 (all effects listed) has a data.lua file like this:
    local data = {}
    data.effects = ...

    There is no "pfx" in the ver 1 as far as I can see. However, the main.lua (that is what starts the mod as I understand it) tries to use the value pfx from the data.lua file, but being that (v1) left this out, the script can't find it (it doesnt exist) and the mod script stops.

    I just added back the

    data.pfx = "AHelp."

    line into the data.lua file within the , so the file now looks like this:

    local data = {}
    data.pfx = "AHelp:"
    data.effects =? ... (etc)

    So the beginning matches the V2 mod.

     I don't know if this will break at some point but in that case it might be easier to just use v2. It seems to work. I just tried using it just now, a couple of times, and idk if anything's missing.

    I think the script is pretty clean so it wouldn't be too hard, to fix, if there was some other small thing, I think. I am not volunteering rn though lol. No more juice left xD
    1. magg4152
      magg4152
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      I totally get that. I'll try to remember and see what I can do. It's been a bit since I've played morrowind so I'd have to do a fresh install to figure it out.
  4. Xeirseus
    Xeirseus
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    Does it really need TR to run?
  5. drevilz4l
    drevilz4l
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    Getting the follow error in MWSE.log

    Error in event callback: Data Files\MWSE\mods\AlchHelp\main.lua:20: attempt to concatenate field 'pfx' (a nil value)
    stack traceback:
        .\Data Files\MWSE\core\event.lua:147: in function '__concat'
        Data Files\MWSE\mods\AlchHelp\main.lua:20: in function <Data Files\MWSE\mods\AlchHelp\main.lua:5>
        [C]: in function 'xpcall'
        .\Data Files\MWSE\core\event.lua:160: in function <.\Data Files\MWSE\core\event.lua:150>
  6. HadToRegister
    HadToRegister
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    Just a space saving suggestion...

    Since it's alchemy, and we all know we're working with ingredients, in order to save space, there's really no need for the "Ing," prefix for each Ingredient.

    instead of 
    Ing, Willow Anther
    Ing, Scamp Skin

    this would suffice
    Willow Anther
    Scamp Skin

    Just a suggestion
  7. Valascon
    Valascon
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    Haven't tried it yet, but will keep watch, I saw your note about future plans and hope that you add the feature to restrict seeing ingredients on basis of alchemy level. I like convenience but not necessarily cheaty type stuff.
  8. Oblivionaddicted
    Oblivionaddicted
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    • 49 kudos
    Can I use it if I modified the effects of the vanilla ingredients?
  9. cpassuel
    cpassuel
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    Hello,

    A small suggestion, instead of having 2 versions of this mod, you could manage options in a mod config menu. It's quite easy to make, and it's easier to have only one file to manage.
  10. mwgek
    mwgek
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    Useful mod. I'm still looking for a mod that goes further and just shows me only the second ingredients that are useful in the main alchemy menu. The back and forth between the menu's is still a bit of a hassle, but like I said handy none the less. Thanks!
    1. magg4152
      magg4152
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      What do you mean by the "second ingredients"?
    2. mwgek
      mwgek
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      Not sure if it's possible, but I don't want to use that extra menu. Just the main alchemy menu. After I add the first ingredient I would love for a mod to make it possible to only add the second if there is any usefull ingredient in your inventory. Sort of like oblivion does it, actually i'm not sure because I haven't played it for some time. With your mod I need to see which ingredients match, go back to the first screen and make te potion and repeat.