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rkkn

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rkkn

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8 comments

  1. wladtheninja
    wladtheninja
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    Can you please port the mod to SSE? That would be really dope!
    1. rkkn
      rkkn
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      I don't actually have SSE, so I can't make an SE version
    2. LongJohnNoOne
      LongJohnNoOne
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      Yeah i support this. 
      I have tried for 5 hours straight to convert this, but apparently .dlls have to be rewritten from the source code. Well i'm a noob, but i truly can't live on without this mod. xD
  2. Paparage
    Paparage
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    Is the Available for Skyrim SE?
     
  3. KodiSky
    KodiSky
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    And here I was literally using the Journal Mod called Take Notes to note down the effects of certain things I wanted AND where I could find lots of these ingredients in the world. I use Technicolour Alchemy Ingredients, 101Bugs and the flying birds  mods which all add ingredients. So do also a lot of Mihails creatures and so do some of the new lands mods such as Beyond Reach, AHO and Dragonborn Gallery. Also I have a mod that adds every alch ingredient from previous games. All in all there is a ridiculous amount of ingredients so its a good place to test this and see if it can work for modded ingredients etc. And if the game find its self in some kinda code limit when too many ingredients are displayed xD

    But can I ask you dont call it "Main File" for those who use Mod Organizer etc, we have to rename it manually. 
    1. rkkn
      rkkn
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      There are already a few mod added ingredients in the screenshot, but it sounds like you've got an order or two of magnitude more ingredients than I have! Let me know how it goes
    2. rkkn
      rkkn
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      and oops. I didn't realize it renames the zipped file. I thought the name was just the label for the download page. I'll fix that. thanks
    3. KodiSky
      KodiSky
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      Yeah I have 470 esps merged down into something that "just works" right now. *Cough* A few bugs in some locations but nothing a bit of tcl cant handle. Completely unrelated, I would love to learn to CK a lil so I can maybe make a mod I really want with Alchemy and all these extra ingredients. And that would be to replace some of the modded ingredients effects that are like, basic boring effects with various "cure disease" effects to cure the Dangerous Diseases mod diseases. Basicly you need to have a specific cure disease potion for each disease or see a priest and whilst I love that I'd love a high level alchemist mage character to also just be able to brew their own cures. And I think with the mods that add all these ingredients, there is room for them. Heck some of Mihails monster mobs have ingredients that only have like one or two effects on them. Anyway I digress I should learn to CK xD 

      Ive spent years essentially just play testing skyrim mods and seeing what works and doesnt so I feel dumb not making CK mods yet xD