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bettersweater

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bettersweater

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About this mod

Sturdy bottles for the trouble-seeking adventurer who dabbles in alchemy, and more elegant bottles for professionally brewn potions.

Permissions and credits
-- for better results than the screenshots, use antialiasing --

-- Load order: load the esp after Shivering Isles, Mehrunes' Razor, and Thieves' Den, if you use those DLCs --

Changes in version 2.0:
- added IdleObjects. See screenshot. A standard potion is on the desk in front of the alchemist, so you can compare it to the new idle object.
- changed the name of a folder with icons

If you've installed version 1.0, please do install version 2.0. as well. The large icons cannot be used when the folder they're in has the wrong name. When you install 2.0 after having installed 1.0, you can delete the folder textures\menus100\

Changes in version 2.1:
- moved the skooma bottle model to the vanilla location, and had to change this in the esp file as well



Potion Bottles With Cork And Label
by bettersweater
version 2.1



9 New Bottles!



Sturdy bottles for the trouble-seeking adventurer who dabbles in alchemy, and more elegant bottles for professionally brewn potions.



Default potion: homebrewn potions, and for any potion that uses the default model (for example potions added by mods). Also for weak elixer of exploration.

Weak potion: weak potions, standard elixer of exploration

Standard potion: standard potions, cure disease/poison/paralysis, strong elixer of exploration

strong potion: strong potions, vampirism cure, philter of frostward, grand elixer of exploration, potions added by Mehrunes Razor plugin



Default poison: homebrewn poisons, and for any poison that uses the default model (for example poisons added by mods)

Weak poison:
weak poisons, the 2 weakest versions of turpentine

Standard poison: standard poisons, the 2 middle strength versions of turpentine

Strong poison: strong poisons, Relmyna's tears, the 2 strongest versions of turpentine



Histsap and Skooma: look the same, but use different nifs, due to the difference in height placement in vanilla meshes. Icons look the same as well.



I haven't changed anything about Cyrodillic Brandy, so it uses the default potion model. I recommend using one of the wine/beer/alcholic drinks replacements, but if you don't, Cyrodillic Brandy looks like in the screenshot.



Idle Objects

After a hint from BlackHole11, who pointed me to the mod "Alluring Potion Bottles IdleObject Replacers", I made idle object replacers as well. Alchemists now use a potion bottle that looks like the standard potion bottle of this mod.
I've also replaced the other IdleObject that uses a potion bottle, but I don't know when it's being used. I think it should work though; in vanilla Oblivion the 2 IdleObjects look the same, so I also just made a copy.

Alluring Potion Bottles IdleObject Replacers by FiendishGhoul and jbvw - original
https://www.nexusmods.com/oblivion/mods/41308/?
https://rd.nexusmods.com/oblivion/mods/41308



Potions from DLCs

Mehrunes' Razor and Thieves' Den potions have been changed as well. The esp file is not dependent on those plugins, so you can use this mod without those plugins.

Shivering Isles potions have been changed too, and this mod is not dependent on ShiveringIsles.esp either, but I don't know if it will work without having Shivering Isles installed. I guess it will because of the lack of dependency, but SI is installed weirdly, so I'm not sure. If you do have SI installed, it works even if you don't have SI active.



Installation

1. Extract the file
2. Copy the Meshes and Textures folders and PotionBottlesWithCorkAndLabel.esp to Oblivion/Data Files
3. Activate the esp in your mod manager of choice
4. Use Archive Invalidation (I believe this is already standard activated in Wrye Bash, just open and close the program).

The esp is to apply the new meshes and icons to the potions in the game. In vanilla Oblivion, all potions use the model potion01.nif and its icon, and all poisons use potionpoison.nif and its icon. The esp changes the models and icons for weak, standard and strong potions and poisons, so there's more variation.
Without the esp, all potions will look like the default potion in the screenshot, and all poisons will look like the default poison in the screenshot.
The esp does not change any potion names. It only changes the models and icons.



Troubleshooting

For some reason during testing, Archive Invalidation/BSA redirection in Oblivion Mod Manager did not see all the new files, but Wrye Bash did. So if you don't see the new models for homebrewn potions/poisons, try the other program.



Permissions

You can use this file for whatever you want, as long as
- you credit me
- link back to this file
    https://www.nexusmods.com/oblivion/mods/edit/?id=48157
    https://rd.nexusmods.com/oblivion/mods/48157
- won't make money from whatever you made from it

No need to ask permission first.



Credits


The label texture is adapted from the label texture from Tamriellic Glassworks by Oriius, which can be found here:
https://www.nexusmods.com/oblivion/mods/40308/?
https://rd.nexusmods.com/oblivion/mods/40308

The cork texture is from Bethesda.
The glass textures were created in GIMP.

BlackHole11 for the giving the idea, and the idleObject mod showing that it is possible to replace IdleObject.
Alluring Potion Bottles IdleObject Replacers by FiendishGhoul and jbvw - original
https://www.nexusmods.com/oblivion/mods/41308/?
https://rd.nexusmods.com/oblivion/mods/41308
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