I am just getting back into Skyrim SE - for the first time. I do, indeed, plan to port it. There are a lot of things to update and change, but I'll get there eventually!
So it has legitimately taken me close to a year to get around to Skyrim once again. Plans kept getting pushed out with other games and my modding itch that caused me to rewrite the Khajiit Speak mod entirely for SE.
That said, I still plan to incorporate this into Skyrim SE. Plans for LE though are dwindling, as I'm unsure of my willingness to reload the game just to make this work over on this end of things.
But I hope to do this within the next month or so. By damn, I will be playing the game by the holidays!
This has finally been ported to SE. If anyone would like to pull that version back to LE and manage it, please let me know, and I will be happy to make you a developing partner on this. I do not have LE installed, nor plan to install it to verify its functionality here.
I know this mod is old so that may be at least in part the cause to my issue, but I can't for the life of me find the Satchel in the alchemist vendor's items. I see bombs, in the forge I can make bombs and arrows. where did I go wrong in getting the satchel?
Sorry to necro your question, but are you sure that you do not have the level list being overwritten by another mod?
I only added the kit to one vendor list by my memory, which was fairly generalized. If you have another mod that overwrites this after my mod, then that other list will "win".
The work-around for all this is to compile a merged patch. I will not go into the details for how to do this here, as there are a ton of guides on this out there.
Thinking on this some (yes, minutes later), I'm thinking that it might be wise to not only have this on a vendor list, but also placed into the world somewhere. I will give this some thought and hope to find a place worthy of it, as well as somewhere less-likely to be touched/overwritten by others - which itself will be amazing to find on a 10 yr old game with 10's of thousands of mods...
Guess i'm weird to still play skyrim in 2k18, but i just got a new computer and when i tried to re-install my old mods, this mod just won't work, skyrim keeps crashing after the Bethesda logo if i try to use either one of the 3 optional files, i can't get it to work with ST, and TWR, only the base mod. I have tried fiddling with my load order, but no succes. Any1 know the root of the problem?
I imagine that this mod uses an outdated version of either ST or TWR or both. My update will be for SE, but someone might be able to port this back to here with some skill. I'm just not sure that this "someone" will be me.
I hope to get back into playing the game soon. I've had a surge (read: ticking need) to play this game again. I am going to port this to SSE in the future (hopefully near future).
Unfortunately, I have been out of the modding scene for quite some time, so I will need to take those baby steps again to get familiarized with it once again.
I will likely port this to SSE first, and then come back and see what I can do for this oldrim version.
I am currently sifting through 1287 mods that I've downloaded for SSE to get my game up and running. Yes, almost 1300 mods. Challenge accepted!
Is there a way to install just the potions? I'm using Throwing Weapon Redux, but you can't make grenades and stuff in the wild, only at the forge. I like your grenades and the fact that you can make them while travelling, but I'm not interested in the arrows.
Thanks for the mod shiholude, but I'm having some issues with the meshes of the ammo/bombs. For some weird reason they are all glitched in my game, I checked their meshes and textures and everything seems to be fine in their own directories.
I'm using the BA Main File and the Optional TWR File with the original TWR mod, maybe it's a conflict with some other mods like Complete Crafting Overhaul Remade or Real Needs and Diseases because of the flasks meshes? I'm really lost here -_-
And, the Nexus Mod Manager is pointing that the BA Main File is named as a ESP file, but actually it's a ESM file, so maybe it could be also a load order problem with the the others plugins? Since i can't move the TWR plugin over the BA one?
This mod has been out for a while now. If anyone has suggestions or feedback, I would greatly accept constructive criticism. Please comment to PM me with your thoughts.
I still have plans to patch this for spinning arrows, ABT, and SkyRe - but I've got to finish other projects prior to returning to do these.
Thanks for downloading, and I look forward to hearing some feedback!
I really like this mod, I just feel like I should be able to mass enchant the bombs instead of one by one, but other than that i love this mod, i feel like a powerful alchemist, not just using those poison potions. :p
36 comments
-Shiholude
So it has legitimately taken me close to a year to get around to Skyrim once again. Plans kept getting pushed out with other games and my modding itch that caused me to rewrite the Khajiit Speak mod entirely for SE.
That said, I still plan to incorporate this into Skyrim SE. Plans for LE though are dwindling, as I'm unsure of my willingness to reload the game just to make this work over on this end of things.
But I hope to do this within the next month or so. By damn, I will be playing the game by the holidays!
-Shiholude
BA_AlchemistArsenal - Arrows Bolts Bombs and Traps at Skyrim Special Edition Nexus - Mods and Community
I only added the kit to one vendor list by my memory, which was fairly generalized. If you have another mod that overwrites this after my mod, then that other list will "win".
The work-around for all this is to compile a merged patch. I will not go into the details for how to do this here, as there are a ton of guides on this out there.
I hope to get back into playing the game soon. I've had a surge (read: ticking need) to play this game again. I am going to port this to SSE in the future (hopefully near future).
Unfortunately, I have been out of the modding scene for quite some time, so I will need to take those baby steps again to get familiarized with it once again.
I will likely port this to SSE first, and then come back and see what I can do for this oldrim version.
I am currently sifting through 1287 mods that I've downloaded for SSE to get my game up and running. Yes, almost 1300 mods. Challenge accepted!
-Shiholude
Anyone know how to do that?
Thanks in advance.
For some weird reason they are all glitched in my game, I checked their meshes and textures and everything seems to be fine in their own directories.
I'm using the BA Main File and the Optional TWR File with the original TWR mod, maybe it's a conflict with some other mods like Complete Crafting Overhaul Remade or Real Needs and Diseases because of the flasks meshes? I'm really lost here -_-
And, the Nexus Mod Manager is pointing that the BA Main File is named as a ESP file, but actually it's a ESM file, so maybe it could be also a load order problem with the the others plugins? Since i can't move the TWR plugin over the BA one?
Anyway thanks for the mod. =)
EDIT: nvm i found it in description.. it was too much to read at the time lol
I still have plans to patch this for spinning arrows, ABT, and SkyRe - but I've got to finish other projects prior to returning to do these.
Thanks for downloading, and I look forward to hearing some feedback!
-Shiholude