I guess I don't understand how an ointment would effect something you ingested. Shouldn't the ointment itself have the effect, rather than modifying effects from other methods of "application"?
It was an easiest way in Skyrim's game engine. To create ointment, you would need mechanism to identify, read, and store separate complets of effects. I could go other way, e.g. switch-like ability which changes between regular potions and extended, ointment versions, or replicate every single potion and ingredient in base game, to allow making both potions and ointments.
Sadly, I'm overworked and dont have time for something bigger; this was just a simple idea to test, and then Ive uploaded it, so someone could have fun with it.
I do feel bad for not uploading or even responding for, well, year and more but, well, RealLife(TM) is a b&@*$ and I don't have much time to play, working, and past months were tough [Im a RPG GM/sometimes player, and pharmacist, thus have many ideas for these kinds mods, but low skill to make them xD]. Don't count on me, maybe somewhen Ill upload something but for now - sorry :|
Mod is free to any changes - its very simple application of perk/effect. i have limited knowledge of modding and wont have time till my summer leave [good translation? I mean time free from work] when i plan to sit and work on my alchemy effects. You can do anything with this file and idea, just add small credit about me ;) If you are advanced modder, that would be an honor that you looked at this humble code xD if not I could help with some applications of scripts/effects. PM me for anything, but i reply mostly in evenings
Is this mod still worked on? I love the idea and I made a modification so that I can make healing potions that are regenerative. So instead of healing for 100 worthless points for one minor injury, it can heal 1 point as second for 100 seconds.
Lots of interesting combat choices this way especially when combined with a no-stack effect mod.
I am afraid that my schedule is awfully tight [4 days study+3 days work//week]. I have bigger mod in plans -- alchemy overhaul with different perspective and goals than vanilla system. Working on effects, their combinations and interactions [slowly -.- too slow]
It is not widely used mod, so it could be said that's, well, dead :P But I can add some features if you/anyone wants and I will be able to mod them in.
I'm surprised this mod isn't more widely used. It makes the skyrim combat more witcher-like and lets you focus on fighting instead of downing potions. I like the idea of preparing before battle for maximum efficiency.
If you do any work, it would be nice to add duration effect for at least the basic potions like health, mana, and stamina. The others would be nice but I can see how it could take a lot of time and tweaking.
A minor note to those using Ordinator, this mod won't work because Ordinator removes the "Benefactor" perk from the tree completely, meaning you'll never be able to craft these ointments.
Hey -- overlooked this. I added alternate version without requirement, it should be safe to replace in already modded game [only recipe conditions changed, no ID changes].
Great Idea, thank you for this. Your solution could come in handy when I try survival mode with it's reduction of carry weight. Since Fortify Destruction potions increase damage output, this can also make mages more viable.
One question: Normally potions don't stack, the largest magnitude effect wins. When my character has an ointment version of a potion going and then takes the same type of potion again without the effect of an ointment - what will happen? E.G. will my PC have the stronger effect until the normal potion wears off and then be back on the ointment's strength, will both effects stack during the duration of the normal potion or will the ointed effect be cancelled by the normal potion?
New effect will remove old one due to game mechanics. Ointments only modify existing effect with duration/magnitude perk entries, so they can't stack with regular potion used before/after them. To overcome this, new effect for every effect should be added -- to scale with alchemy, that would be additional crafting step for every ingredient, ex. bone meal [resist fire, fortify conjuration] + some agent -> bone meal [resist fire 2, fortify conjuration 2 -- both with longer duration and lesser magnitude]. Option 2 is static crafting recipe for every type of ointment ex. bone meal + ointment base -> Fire Resist Ointment, which [probably] could scale with Alchemy power via hidden perk, without increasing item value.
Thanks for the detailed answer. I like the simplicity of your current solution. In short this means that a normal potion of the same type will completely replace the ointment and have the potions magnitude and duration, which is fair.
18 comments
Sadly, I'm overworked and dont have time for something bigger; this was just a simple idea to test, and then Ive uploaded it, so someone could have fun with it.
You can do anything with this file and idea, just add small credit about me ;) If you are advanced modder, that would be an honor that you looked at this humble code xD if not I could help with some applications of scripts/effects. PM me for anything, but i reply mostly in evenings
Lots of interesting combat choices this way especially when combined with a no-stack effect mod.
It is not widely used mod, so it could be said that's, well, dead :P But I can add some features if you/anyone wants and I will be able to mod them in.
If you do any work, it would be nice to add duration effect for at least the basic potions like health, mana, and stamina. The others would be nice but I can see how it could take a lot of time and tweaking.
Your solution could come in handy when I try survival mode with it's reduction of carry weight.
Since Fortify Destruction potions increase damage output, this can also make mages more viable.
One question:
Normally potions don't stack, the largest magnitude effect wins. When my character has an ointment version of a potion going and then takes the same type of potion again without the effect of an ointment - what will happen?
E.G. will my PC have the stronger effect until the normal potion wears off and then be back on the ointment's strength, will both effects stack during the duration of the normal potion or will the ointed effect be cancelled by the normal potion?
New effect will remove old one due to game mechanics. Ointments only modify existing effect with duration/magnitude perk entries, so they can't stack with regular potion used before/after them.
To overcome this, new effect for every effect should be added -- to scale with alchemy, that would be additional crafting step for every ingredient, ex. bone meal [resist fire, fortify conjuration] + some agent -> bone meal [resist fire 2, fortify conjuration 2 -- both with longer duration and lesser magnitude].
Option 2 is static crafting recipe for every type of ointment ex. bone meal + ointment base -> Fire Resist Ointment, which [probably] could scale with Alchemy power via hidden perk, without increasing item value.
I like the simplicity of your current solution.
In short this means that a normal potion of the same type will completely replace the ointment and have the potions magnitude and duration, which is fair.