Is there a way to disable the grinding animation? I find it very ill-fitting with the rest of the game. I can't think of a single other instance where something happens via special animation.
common.lua's getEffectName function should be modified to get the magic effect's name from the effect itself rather than from the game settings, as the latter is obviously incompatible with any MWSE addons that add new magic effects to ingredients.
Since it doesn't look like this will be fixed in the near future, lines 95 through 100 of common.lua should be replaced with: local effectName = tes3.findGMST(1283 + effect.id) if statName then return effectName.value:match("%S+") .. " " .. statName else return effect.name end
I have a suggestion: Make the value of the most expensive ingredient used effect the power of the potion. The squareroot of the logarithm of the value might work fine. Would really make potions made from rare ores or diamonds more special.
Seems like if I set the Retort or Alembic working and leave the cell to go run an errand, the progress is frozen when I return and they can no long be interacted with ever again.
My only suggestion is to modify calculations for poison (the spell effect not the poison mechanic) effects so that they have lower magnitudes but higher duration compared to other damage effects like shock or fire when creating a potion. Since the effect is so cheap, at high levels of alchemy with master+ alembics you can create a poison potion out of three ingredients that do 80+ damage over 5 seconds. The poison effect should specifically be more lingering and less damaging, as it is supposed to be cheaper, more common, but weaker then all other magic effects.
Good idea in principle, but you made the real time duration of making potions a little too long bro. Can you shorten it, at least at lower skill levels. Its immersive, but also tedious. (Im assuming at higher skill level its faster?)
I rewrote some of the text of OAAB's Alchemy for Beginners to reflect the changes the made this mod. I don't know if it's something you'd be interested in having as an optional download but I'm happy to send it your way.
60 comments
local effectName = tes3.findGMST(1283 + effect.id)
if statName then
return effectName.value:match("%S+") .. " " .. statName
else
return effect.name
end
local alchemyTime = common.config.alchemyTime/120
this will make using the mortar almost instant, but everything else is still fine. Makes this mod not awful, as using the mortar regularly sucks.
But thanks for the tip