Unfortunately the alchemy huts are not compatible with Better Cities :(
A quick work around is to disable the alchemy huts in all cities except Anvil, Skingrad, and Leyawiin. These huts work as is or with disabling a couple of surrounding items, but otherwise fit in.
Bruma: floating a little off the ground next to church Chorrol: completely covered by the church mesh, need to tcl to disable it. Cheydinhal: in the middle of the bridge on the lake. Bravil: sticking out of a house near the church
I agree, it's a little complex. Just remember to turn the sandglass each time after you activate the bellows, because there's a small timed-window between those two actions. Just like KCD.
Awesome idea! :D i can't believe much newer games still inspire Oblivion mods :D i love when gamey menu functions are turned into immersive features that come at a cost for the player! Thanks! (i'm a masochist that has used a console command to stunt my magicka and the <fatigue effects> mod to make my character collapse when his fatigue reaches 0, lol. this way the restore magicka and fatigue potions are crucial. also blocked fast travel etc.) Btw i'm coming here from the "save in chapels mod" that has been deleted (though the download page is still up somehow). maybe it's worth mentioning the feature in the title so the mod is more findable.
That wouldn't make sense with this mod, and it isn't at all needed. If you don't have any schnapps on hand, you can always save at a chapel (traditional or non-traditional) or at a daedric shrine.
Looks cool af, especially how you reimplemented alchemy minigame from Kingdom come. But considering how unstable Oblivion is (especially my compilation, lol), I probably wouldn't risk using it. It would be really nice having this alchemy minigame separately. Also I suggest to make save cycling configurable, and make it possible to disable it (always make a new save). It's not a rare (at least for my compilation) case then you ended up with 3-10 last saves corrupted and need to load earlier save. So I always save the game in the new slot and clean save folder manually from time to time.
I liked this system in KCD but this does sound quite annoying in Oblivion considering how unstable the game can get, otherwise though this and especially the brewing ported from KCD looks nice!
Yes I'm aware of that. I've made sure to create a balanced playing field with this mod. There's always a way to obtain enough schnapps in the game world, but at the same time, not so much to avoid cluttering the player's inventory. Give it a try :)
Nice, I can reccomend this one for Skyrim - nice and lightweight, one death and all saves are instantly deleted - https://www.nexusmods.com/skyrim/mods/57269
23 comments
A quick work around is to disable the alchemy huts in all cities except Anvil, Skingrad, and Leyawiin. These huts work as is or with disabling a couple of surrounding items, but otherwise fit in.
Bruma: floating a little off the ground next to church
Chorrol: completely covered by the church mesh, need to tcl to disable it.
Cheydinhal: in the middle of the bridge on the lake.
Bravil: sticking out of a house near the church
(i'm a masochist that has used a console command to stunt my magicka and the <fatigue effects> mod to make my character collapse when his fatigue reaches 0, lol. this way the restore magicka and fatigue potions are crucial. also blocked fast travel etc.)
Btw i'm coming here from the "save in chapels mod" that has been deleted (though the download page is still up somehow). maybe it's worth mentioning the feature in the title so the mod is more findable.
Thanks for the mod. I like that I can no longer make these "cheat-ish" saves just before something dangerous. At least not without a price.
I (almost) never use the Knights of the Nine DLC so I was wondering if you could make a version for us who don't use it?