60 comments

  1. Scringo
    Scringo
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    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.
  2. Eruntinco11
    Eruntinco11
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    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.
    1. Eruntinco11
      Eruntinco11
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      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
  3. Fman3
    Fman3
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    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.
  4. FTZ360
    FTZ360
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    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.
  5. CmdCuddles
    CmdCuddles
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    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.
  6. Zikerocks
    Zikerocks
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    I love this mod and I hope you come back to resolve the bugs and add in the interop. It's a must have for me now.
  7. opuwonee
    opuwonee
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    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?) 
  8. WinterFlame
    WinterFlame
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    Can this mod be used with existing saves?
    1. opuwonee
      opuwonee
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      • 6 kudos
      Yes. I just did
  9. Spartan116
    Spartan116
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    Go into mortar.lua,

    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.
    1. pochanargat
      pochanargat
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      It would be better if using the mortar would be faster as you level your alchemy skills, but i'm no modder so i don't know if that's possible

      But thanks for the tip
  10. illyria311
    illyria311
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    • 10 kudos
    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.