Not a single damn person in this entire coment section said where the hell the NPCs or quest markers are, they just say "hah i find it c:" and nothing else, what a pain. And there is no living tutorial of this mod to find things easier.
After extensive trial and experiment, I'm afraid I have to come to the conclusion that any of the apparatus above the direnni simply do not work. The direnni equipment, and the script itself work exactly as you'd want them to, raising your potion power as your alchemy (and your intelligence, to a significantly lesser degree.) increase beyond 100 (before that, the script doesn't do anything.)
The issue, I fear, is likely just that the creation kit doesn't properly utilize values above 125. As soon as I create a mortar and pestle of any quality above that number, it actually starts to make my potions worse, this just gets expounded upon by the retort and calcinator, instantly throwing most potions to 1 magnitude for 1 second. Interestingly enough, a mortar and pestle with a quality of 200+ was better than one of 150, but still significantly worse than the 125 quality one. If there's a solution to this, I can't think of it.
When I came to this mod, I was honestly just looking for something to give me a little more in potion/poison strength (Effectively just the direnni apparatus mod, but I couldn't seem to navigate myself to that at the time.) but I was interested in what this mod was offering, enough to add the elys uncapper and so on.
If anyone has used this mod and not had their potions become unuseable if crafted with the "Improved apparatus" and above, that's something that would be interesting to hear, it's possible that the usage of the Mod Organizer, instead of regular installations with something like OBMM, etc could have something to do with it, though in most cases, everything works properly in Mod Organizer once you figure out how to actually get the mod to load, and I simply cannot stand the excessive clutter of an Oblivion Data folder without mod organizer.
I haven't seen any problems with potions getting progressively better with levels past 125 and improved apparatus (using the Perfect set at level ~180 currently).
I started a new playthrough with this mod installed, so it seems like I avoided some of the quest bugs others have reported. I'm also using:
- Wrye Bash as my mod organizer - Elys Level Uncapper - Nanites Legendary Alchemy
I like to play alchemy-using characters so this mod was a welcome change from the "fetch ingredients" quests and the "make yourself rich with potions to reach 100 Alchemy" route. I was a bit disappointed that the questing didn't require something like solving puzzles or obtaining forgotten lore. There were no puzzles to solve, secrets to find or places to explore. The only challenge to the quests was gathering enough of the construction materials to make the equipment. I only had one beef with the mechanics: I had to use the CS to figure out how to enter the hidden library at the end because the door said "Needs a key" and there was none. It's actually opened by a hidden button high up out of sight in another room. I felt that was unfair because there was no way I would have found that button on my own. The hidden library had many skill books to learn from so, it was a fitting reward. Overall, it was an imaginative mod and a fun change of pace.
Could sombody write a walkthrough for this mod's quest?
I'm lvl100 in alchemy and installed it. When I load a save I get a new quest. It says I'm now a Master of conventional Alchemy and I fell I can do more. And that's it. It doesn't say what I must do, if I must talk to anybody, nothing.
Given comments here saying how this quest is easy to be broken, I fear do something wrong. I'm totally fine with mods using quests to add new features, but not when these quests are broken. All I want is to make stronget potions.
So, some ppl are saying the first NPC to talk to should be some Zel. Using TES4Edit I found his RefID to be 3D006266. Used player.moveto and it failed claiming it's an invalid reference. So I suppose he wasn't spawned yet.
I then went to my alchemy table and spent all my ingredients on increasing my lvl. I got to lvl130 and can confirm that restore potions got stronger, which was my main objective.
Still, no quest change at all. Some ppl seem to had issues going over lvl150 before advancing on the quest, so I suppose the second quest entry should have popped by now, and I fear to be stuck on some bug.
Again, I'm fine with mods gradually unlocking their features by using a questline. But I don't understand why some modders have all this trouble just to create a buggy and messy quest that just breaks their mods, or make ppl confused. Games are meant to be fun, not make ppl waste time or get stressed guessing if they are facing a bug or playing hide & seek.
It seems that everybody complaining the quest is broken, installed this mod when they were already at level 100, or well over 100 in alchemy, which, probably prevented the Grandmaster quest from starting properly, because the trigger to start the quest is probably when you reach level 100, meaning if you're already 100, it won't start
Sorry to necro but thought i may as well post a solution just in case sum1 stumbles across this thread. if you raise your alchemy above 150 (like i did, raised from 80 to 168 XD) then press the key to the left of the no.1 key to bring up the console (¬ on english GB keyboard, ~ on US keyboards) type player.setav alchemy 149 DONOT level alchemy again until you get a popup quest
Spoiler:
Show
to speak to Sinderion
Then you can either level alchemy yaself or retype the code and insert your alchemy before lowering it (i decided to relevel as i had the money AND ingredients spare). THIS WILL MESS UP THE ORDER OF YOUR QUEST LOG FOR THIS QUEST so use only if a previous save is not available/feasable (im too lazy to remove and reget/reactivate quests lol)
There's an annoying bug that kills the quest. If you get to 150 alchemy before or just after getting the first apparatus from the outpost, the conversation line where Sindarion tells you where the glass mine is does not appear. So, no map marker. Even if you find the glass mine yourself, there is no conversation line with the guy in the mine to proceed and the door to the forge remains locked. So, you can't get there to upgrade the apparatus. Is there a workaround?
so who is the moder her reply dude where can i find this ZEL guy!!!!!!!!!!!?????????????????????????????????????????????????????????????????????????????????????????????????????
35 comments
The issue, I fear, is likely just that the creation kit doesn't properly utilize values above 125. As soon as I create a mortar and pestle of any quality above that number, it actually starts to make my potions worse, this just gets expounded upon by the retort and calcinator, instantly throwing most potions to 1 magnitude for 1 second. Interestingly enough, a mortar and pestle with a quality of 200+ was better than one of 150, but still significantly worse than the 125 quality one. If there's a solution to this, I can't think of it.
When I came to this mod, I was honestly just looking for something to give me a little more in potion/poison strength (Effectively just the direnni apparatus mod, but I couldn't seem to navigate myself to that at the time.) but I was interested in what this mod was offering, enough to add the elys uncapper and so on.
If anyone has used this mod and not had their potions become unuseable if crafted with the "Improved apparatus" and above, that's something that would be interesting to hear, it's possible that the usage of the Mod Organizer, instead of regular installations with something like OBMM, etc could have something to do with it, though in most cases, everything works properly in Mod Organizer once you figure out how to actually get the mod to load, and I simply cannot stand the excessive clutter of an Oblivion Data folder without mod organizer.
I started a new playthrough with this mod installed, so it seems like I avoided some of the quest bugs others have reported. I'm also using:
- Wrye Bash as my mod organizer
- Elys Level Uncapper
- Nanites Legendary Alchemy
Is this mod compatible with Ultimate Leveling, since it requires Elys Uncapper (Ultimate Leveling is incompatible with any uncapper mods)?
edit:found it but now im stuck looking for the key to the hidden libary
edit 2: found a pushblock going to see what happens, 5 mins later: ok it opened the door
I'm lvl100 in alchemy and installed it. When I load a save I get a new quest. It says I'm now a Master of conventional Alchemy and I fell I can do more. And that's it. It doesn't say what I must do, if I must talk to anybody, nothing.
Given comments here saying how this quest is easy to be broken, I fear do something wrong. I'm totally fine with mods using quests to add new features, but not when these quests are broken. All I want is to make stronget potions.
I then went to my alchemy table and spent all my ingredients on increasing my lvl. I got to lvl130 and can confirm that restore potions got stronger, which was my main objective.
Still, no quest change at all. Some ppl seem to had issues going over lvl150 before advancing on the quest, so I suppose the second quest entry should have popped by now, and I fear to be stuck on some bug.
Again, I'm fine with mods gradually unlocking their features by using a questline. But I don't understand why some modders have all this trouble just to create a buggy and messy quest that just breaks their mods, or make ppl confused. Games are meant to be fun, not make ppl waste time or get stressed guessing if they are facing a bug or playing hide & seek.
Then you can either level alchemy yaself or retype the code and insert your alchemy before lowering it (i decided to relevel as i had the money AND ingredients spare).
THIS WILL MESS UP THE ORDER OF YOUR QUEST LOG FOR THIS QUEST so use only if a previous save is not available/feasable (im too lazy to remove and reget/reactivate quests lol)