With the new ini settings it should be possible to use the mod in other languages. First provide your translation for StringTranslations. The "Alchemy" in StringTranslations must match what Skyrim calls "Alchemy" in your crafting menu. The code searches for that string to make sure it only runs when using the alchemy table. Then set IgnorePlayer to 1 (because there are many hardcoded english strings in there still), ProtectIngredients to 2 (disables built-in list but allows MoreIngredientsToProtect). You can set NumberOfIngredientsToStressTest to -1 and print out (alchemist.log) all the names for ingredients in your language (set it back to 0 afterwards). Then put all the ingredients you want to protect in MoreIngredientsToProtect.
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These are the steps I take after upgrading to a new skse: - Figure out why how to make the dumb common/common/ folder be found. For whatever reason this seems different every time I update skse. - Fix the TargetName in skse64/sheets/Common.props - Open skse64.sln in visual studio (select OK to retarget solution) - Select all skse sub projects (click top one then shift click bottom one) > right click > properties - Set all skse sub projects: general > configuration type > .lib - Set all skse sub projects: build events > post-build event > use in build > no - Prepend to all skse sub projects: vc++ directories > include directories > ..\..\..\common;C:\Program Files (x86)\Windows Kits\10\Include\10.0.22000.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Lib\10.0.22000.0\ucrt\x64; - Re-add alchemist sub project: Right click Solution > add > existing project > alchemist.vcxproj - Change the drop down at the top of the screen from debug to release - Right click Solution > Clean Solution - Right click Solution > Build Solution - Right click alchemist > build Note: I added a post-build event that should open the correct folder for the alchemist.dll. For some reason this makes visual studio report the build as a failure but if the explorer window pops up that means it was actually successful. Steps 1-3 can probably be skipped if you are building with earlier versions of skse.
How can I change the translation of 'Poison' at the beginning of the text? The rest is translated well into german, but not that word, so e.g there is written 'Poison of Magickaregeneration [...]' I see there is no string in the ini for that part.
I am using the 1.5.97 version of your mod
Also the text doesn't seem to fit and it will never change but stay always the same: With mod:
Without mod:
Also there is written 'Value' which should translate to 'Wert'
Oh no, I don't wanted to be 'that' person, who gets his own version xD Thank you very much!
Yep, it's working fine, still I am curious when the text itself should change. In your mod pictures I see a different text, I get always the same, or is it just a hint? The first thing is for a posion, but the recipe in the text is always for a health potion.
Or did I get it wrong and there is always listed the most valuable potion/poison I could make?
Edit: After looking at it again, it should show the most valuable one, I got it - but, the text which is written there, it doesn't fit to the potion, only the first sentence or am I wrong again? The rest is a text which would fit to other potions/poisons. And again one question I am curious to know more about, I saw in the code, that you 'harcoded' some strings like 'value' or 'restore health', the first one wouldn't be so much of an issue, but the second one, because you are checking the string for a calculation, but in any other language than english this wouldn't apply, because the string would never be found, won't it?
Potion of/poison of is determined (by the game) to be whatever the most costly effect is (and so, in order to be accurate the mod does this too). The other effects do not matter.
The hard coded strings are for the player equipment (items with "Fortify Alchemy"). The other ones are for perks: alchemistPerkLevel = getPerkRank("Alchemist"); hasPerkPurity = getPerkRank("Purity"); hasPerkPhysician = getPerkRank("Physician"); hasPerkBenefactor = getPerkRank("Benefactor"); hasPerkPoisoner = getPerkRank("Poisoner"); hasSeekerOfShadows = hasSpell("Seeker of Shadows");
Ok, if you say it will be fine, I'm good, just wanted to ask =) I think the 'Value' comes from this line "\n Value: " + str::fromFloat(floor(costliestPotion.cost)) + "\n" + str::printSort2(costliestPotion.ingredient1.name, costliestPotion.ingredient2.name);
I just thought it couldn't get found when it looks for the wrong string if the game is using a different language. Benefactor would be 'Wohltäter' in german and, because I am using Vokrii, even the EditorID get's changed from 'Benefactor' to 'VKR_Alc_030_Benefactor_Perk_WasBenefactor'
And sorry, I don't want to force anything, don't get me wrong here. I was just looking where I have untranslated strings left and came to your mod.
When it says "ingredient1.name" that is coming from game data and so should be in the language skyrim is set to. But yes I definitely could add translation variables for the other ones I've just been lazy.
That is entirely up to the author of Untarnished UI. It just requires a small change to the craftingmenu.swf file. Until then you can just let the craftingmenu.swf from Dear Diary overwrite the one from Untarnished UI.
This isn't working for me in special edition. Using this with dear diary doesn't show any difference in the crafting screen (apart from the ui style in general, obviously) and installing the misc swf files just show two "unknown" ingredients in the upper right (as well as an error message saying "you're using crafting ui 5.1 when skyui is 5.2SE"). I don't use any UI replacers other than SkyUI SE and none of my mods do anything with alchemy or ingredients except for Magical Alchemy Harvest-o-tron, which shouldn't affect this.
Is there a bug with whatever creation club ingredients got included in SE? I've got some of the Saints & Seducers ingredients like fire stalks in my inventory; could that cause the calculation to crap out?
Extra ingredients shouldn't matter. Things I can think of: 1. What language are you using? 2. Try using the craftingmenu.swf from Dear Diary: light / dark
Doesn't seem to be fully compatible with Nordic UI. Using the older craftingmenu.swf provided here gives off repeated error messages from SkyUI and using the Dear Diary craftingmenu.swf causes overlaps with various message and text boxes. So it's technically functional, but hard to read.
I do prefer Dear Diary over Nordic UI, and it's altogether just a small matter of aesthetics, so it's nothing too serious.
Would it be possible to get a override setting to cap to max allowed potion value? This has been causing instant crashes on the alchemy menu for me after leveling up my alchemy to the 80's, and my only idea on whats causing it is my mods combination allowing for rather... exorbitantly expensive potions.
Edit - Ok, so, I think it might overloading from how many ingredients are in my inventory? idk why it'd do that though. It loaded fine, I finish off one ingredient, and then it craps out when finding a new combo. Still crapping out even when I take out some ingredients too - So why would it work in the first place if it's a overloading issue?
I was able to open the crafting interface with a full load of ingredients, but it still crashes when one of the set is used up and it needs to pick out a new recipe.
Edit - Ok so, reloaded the save to test some more. Open it up with a full load of ingredients, it picks a recipe just fine. Craft through the set, crash. Repeat, but craft nothing this time, close the interface, and dump one of the ingredients. Open the interface again and crash.
That's the oddest bit. I can see the sheer number of ingredients causing it to overload when it tries to come up with a recipe, but it's only crapping out when it needs to purge it and put up a new one.
If that setting doesn't change anything I would try a fresh install (with your current mod set) and also alternate start and go straight to the inn where you can try setting NumberOfIngredientsToStressTest (in alchemit.ini) to different values to see if you can reproduce the error on a fresh save. If you are able to do so, give me a list of your mods and I can try to reproduce it and attempt to identify the problem.
Also try to isolate the number of ingredients at which it happens using NumberOfIngredientsToStressTest.
I jumped over to my other computer, figured I'd check against something more modern than a old 4590. Everything worked fine, so, it's just stressing out the old hardware.
Jump back, and ST fixed the issue here too now.
Maybe one of these days I'll actually remember to try turning stuff off and on again since that fixes everything.
The only mod specific for that that I'm currently using is Technicolor Alchemy, which adds like... 80 or so new ingredients? I've got some extra additions in from SPERG, CC stuff (Fishing and Curios). I've also got Skyrim Underground which adds in some more stuff, though nothing from it should currently be in my inventory. And Harvest Everything, though iirc it only adds in one new ingredient.
Grabbing everything out of storage gives me, assuming my counting is accurate, 182 different ingredients. Though the total from earlier testing was a bit lower, SPERGs additions are tied to the Surgeon perk which I didn't have active then.
Edit - Amusing coincidence that I noticed while looking up total ingredient values, but 182 is technically the vanilla max for ingredients if you're using the Anniversary DLC.
i have requiem and figured the issue why most requiem users cant work with this mod. If you using tweaks that overhaul the economy and make potions/poision 0 value (3bftweaks does this to nerf alchemy system), they won't show up in the crafting menu with this mod. So the mod is working as expected, just keep in mind it just does not show any recipes if they are 0 value in gold.
I tried using this with Requiem and it did not work. I am wondering if there are any work-arounds or patches available for Requiem? This mod is too good not to have in the load order!
Using Prosperous Alchemist SKYUI Patch. craftingmenu.swf is overriding Dear Diary and Prosperous Alchemist SE Multithreaded Beta. Nothing is overriding it.
I would just use the craftingmenu.swf included in Dear Diary (it's fully compatible). Have you tried with a clean restart with just alternate start and prosperous alchemist and no other mods? I would do this just to make sure there isn't anything weird happening.
I have it working just fine in another mod list. It is something with Requiem and Dear Diary. I will experiment some more. I am using the Dear Diary craftingmenu.swf.
i have requiem and figured the issue why most requiem users cant work with this mod. If you using tweaks that overhaul the economy and make potions/poision 0 value (3bftweaks does this to nerf alchemy system), they won't show up in the crafting menu with this mod. So the mod is working as expected, just keep in mind it just does not show any recipes if they are 0 value in gold.
sadly, it seems it is not compatible with requiem, may because requiem changes the effect of alchemy ingredient. any way to make it work with requiem. great mod BTW, sadly it seems my requiem playthrough will be without it.
i have requiem and figured the issue why most requiem users cant work with this mod. If you using tweaks that overhaul the economy and make potions/poision 0 value (3bftweaks does this to nerf alchemy system), they won't show up in the crafting menu with this mod. So the mod is working as expected, just keep in mind it just does not show any recipes if they are 0 value in gold.
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These are the steps I take after upgrading to a new skse:
- Figure out why how to make the dumb common/common/ folder be found. For whatever reason this seems different every time I update skse.
- Fix the TargetName in skse64/sheets/Common.props
- Open skse64.sln in visual studio (select OK to retarget solution)
- Select all skse sub projects (click top one then shift click bottom one) > right click > properties
- Set all skse sub projects: general > configuration type > .lib
- Set all skse sub projects: build events > post-build event > use in build > no
- Prepend to all skse sub projects: vc++ directories > include directories > ..\..\..\common;C:\Program Files (x86)\Windows Kits\10\Include\10.0.22000.0\ucrt;C:\Program Files (x86)\Windows Kits\10\Lib\10.0.22000.0\ucrt\x64;
- Re-add alchemist sub project: Right click Solution > add > existing project > alchemist.vcxproj
- Change the drop down at the top of the screen from debug to release
- Right click Solution > Clean Solution
- Right click Solution > Build Solution
- Right click alchemist > build
Note: I added a post-build event that should open the correct folder for the alchemist.dll. For some reason this makes visual studio report the build as a failure but if the explorer window pops up that means it was actually successful. Steps 1-3 can probably be skipped if you are building with earlier versions of skse.
I see there is no string in the ini for that part.
I am using the 1.5.97 version of your mod
Also the text doesn't seem to fit and it will never change but stay always the same:
With mod:
Without mod:
Also there is written 'Value' which should translate to 'Wert'
Change "Potion of,Poison of" to the word you would like to see.
Yep, it's working fine, still I am curious when the text itself should change.
In your mod pictures I see a different text, I get always the same, or is it just a hint?
The first thing is for a posion, but the recipe in the text is always for a health potion.
Or did I get it wrong and there is always listed the most valuable potion/poison I could make?
Edit:
After looking at it again, it should show the most valuable one, I got it - but, the text which is written there, it doesn't fit to the potion, only the first sentence or am I wrong again? The rest is a text which would fit to other potions/poisons.
And again one question I am curious to know more about, I saw in the code, that you 'harcoded' some strings like 'value' or 'restore health', the first one wouldn't be so much of an issue, but the second one, because you are checking the string for a calculation, but in any other language than english this wouldn't apply, because the string would never be found, won't it?
The hard coded strings are for the player equipment (items with "Fortify Alchemy"). The other ones are for perks:
alchemistPerkLevel = getPerkRank("Alchemist");
hasPerkPurity = getPerkRank("Purity");
hasPerkPhysician = getPerkRank("Physician");
hasPerkBenefactor = getPerkRank("Benefactor");
hasPerkPoisoner = getPerkRank("Poisoner");
hasSeekerOfShadows = hasSpell("Seeker of Shadows");
if (player.hasPerkPhysician &&
(effect.name == "Restore Health" ||
effect.name == "Restore Magicka" ||
effect.name == "Restore Stamina")) {
calcMagnitude = calcMagnitude * 1.25;
}
I think the 'Value' comes from this line
"\n Value: " + str::fromFloat(floor(costliestPotion.cost)) + "\n" + str::printSort2(costliestPotion.ingredient1.name, costliestPotion.ingredient2.name);
I just thought it couldn't get found when it looks for the wrong string if the game is using a different language.
Benefactor would be 'Wohltäter' in german and, because I am using Vokrii, even the EditorID get's changed from 'Benefactor' to 'VKR_Alc_030_Benefactor_Perk_WasBenefactor'
And sorry, I don't want to force anything, don't get me wrong here.
I was just looking where I have untranslated strings left and came to your mod.
I don't use any UI replacers other than SkyUI SE and none of my mods do anything with alchemy or ingredients except for Magical Alchemy Harvest-o-tron, which shouldn't affect this.
Is there a bug with whatever creation club ingredients got included in SE? I've got some of the Saints & Seducers ingredients like fire stalks in my inventory; could that cause the calculation to crap out?
Things I can think of:
1. What language are you using?
2. Try using the craftingmenu.swf from Dear Diary: light / dark
I do prefer Dear Diary over Nordic UI, and it's altogether just a small matter of aesthetics, so it's nothing too serious.
Edit - Ok, so, I think it might overloading from how many ingredients are in my inventory? idk why it'd do that though. It loaded fine, I finish off one ingredient, and then it craps out when finding a new combo. Still crapping out even when I take out some ingredients too - So why would it work in the first place if it's a overloading issue?
Edit - Ok so, reloaded the save to test some more. Open it up with a full load of ingredients, it picks a recipe just fine. Craft through the set, crash. Repeat, but craft nothing this time, close the interface, and dump one of the ingredients. Open the interface again and crash.
That's the oddest bit. I can see the sheer number of ingredients causing it to overload when it tries to come up with a recipe, but it's only crapping out when it needs to purge it and put up a new one.
If that setting doesn't change anything I would try a fresh install (with your current mod set) and also alternate start and go straight to the inn where you can try setting NumberOfIngredientsToStressTest (in alchemit.ini) to different values to see if you can reproduce the error on a fresh save. If you are able to do so, give me a list of your mods and I can try to reproduce it and attempt to identify the problem.
Also try to isolate the number of ingredients at which it happens using NumberOfIngredientsToStressTest.
Jump back, and ST fixed the issue here too now.
Maybe one of these days I'll actually remember to try turning stuff off and on again since that fixes everything.
The only mod specific for that that I'm currently using is Technicolor Alchemy, which adds like... 80 or so new ingredients? I've got some extra additions in from SPERG, CC stuff (Fishing and Curios). I've also got Skyrim Underground which adds in some more stuff, though nothing from it should currently be in my inventory. And Harvest Everything, though iirc it only adds in one new ingredient.
Grabbing everything out of storage gives me, assuming my counting is accurate, 182 different ingredients. Though the total from earlier testing was a bit lower, SPERGs additions are tied to the Surgeon perk which I didn't have active then.
Edit - Amusing coincidence that I noticed while looking up total ingredient values, but 182 is technically the vanilla max for ingredients if you're using the Anniversary DLC.
Has anyone else been able to reproduce this problem with multithreading and many ingredients?
potions/poision 0 value (3bftweaks does this to nerf alchemy system),
they won't show up in the crafting menu with this mod.
So the mod is working as expected, just keep in mind it just does not show any recipes if they are 0 value in gold.
potions/poision 0 value (3bftweaks does this to nerf alchemy system),
they won't show up in the crafting menu with this mod.
So the mod is working as expected, just keep in mind it just does not show any recipes if they are 0 value in gold.
great mod BTW, sadly it seems my requiem playthrough will be without it.
potions/poision 0 value (3bftweaks does this to nerf alchemy system),
they won't show up in the crafting menu with this mod.
So the mod is working as expected, just keep in mind it just does not show any recipes if they are 0 value in gold.