v2 is out. I split the mod into a main plugin and a CC patch (which I should've done to start with), so you'll have to start a new game after updating. Apologies for the inconvenience, but it'll make things easier for everyone moving forward. Aside from that, I've added tons of fixes, a few improvements, and a patch for Immersive Jewelry.
For those of you using a mod that unpauses menus: There's a fix here. It's a single script; just load it after AR.
Hello Walker. I was giving this mod an attempt (it's much more modern than the original, which has not seen an update in years) and uhhh.. I'm having some struggles actually getting started.
on Alchemy Redone Classic (I'll just call it ARC) starting the mod requires acquiring a crucible, mortar and pestle, flask, retort, and alembic. even under alchemy 20 you can already break down very basic ingredients; and the mortar/pestle is what handles progression, where at every 10 alchemy level milestone you unlock a new perk that either adds to the variety of reagents and ingredients available or buffs up existing potions/poisons to the next tier.
But I tried out yours, ARR, and I'm barely going anywhere. The option to build the required items isn't showing up in the forge. I made sure to have Smithing 20, I even put two points in it. Ordinator, if it counts. but I don't get the option to build anything. Out of caution I also leveled alchemy up to 20. nothing.
I use a mod that lets me order craftsmen to create / forge / enchant things for me. so I went to a blacksmith. The blacksmith -can- build the items. well, a few of them. I only have access to a handful.
opening mortar and pestle has no perks available. just to be sure, I check a tanning rack, and - oh look, alchemy treatise 1. this was moved. apart from the requirement for ink feathers and rolls of paper - this is fine by me. I read it. sure enough, I've got new useable recipes.
then I check them. the substances are no longer ingredients themselves, they are instead clutter items that I imagine will be spent on the actual recipes.
of which I have none, because a retort was not one of the items I could create. nor a flask.
...am I... overlooking something incredibly basic, am I simply stupid, or...? it feels oddly frictional to even START using this mod, where the original was plug-and-play and even had the interesting option of using the reagents themselves for specific usecases and mixes. now I can't even do that.
I believe there's an incompatibility with SkyrimSoulsRE. At least there was an incompatibility with the original Alchemy Redone, there's even a fix for it here on Nexus. Apparently, Alchemy Redone expects the menus to be paused in order for the tools to be used and, of course, that's exactly what SkyrimSouls removes... Pause on menus.
I use SkyrimSouls, and I simply can't use the tools. I activate them on my inventory and nothing happens. I believe that might be because my inventory menu isn't paused.
Anyway, in addition to that, I'd like to ask again for your help in patching mods such as CACO, Wyrmstooth and other mods that add new ingredients/potions to work with your mod.
And as a suggestion I'd like to direct you to Alchemy of Time. I believe your mod could benefit a lot from it, for instance, introducing ingredients and reagents decaying over time and their effects getting weaker depending on what stage they're on. It's a SKSE plugin, so this can be achieved by presets and users could easily expand on it.
I think this is exactly the issue I mentioned in my comment long ago without figuring out it was skyrimsoulsre, where I had to press the interact button yet again for the menu to open
Thanks so much for the article and the super useful spreadsheets. To be fair, you have something pretty unique going on here. The only other mod that comes close to yours is Spell Research, but it doesn't make much sense to use it just for its Alchemy system.
Unfortunately, I feel like the article its geared towards those who wouldn't really need it, because they already have the knowledge needed to just look a mod in xEdit and patch it, so the only thing left for you to do is to explain how to use the spreasheets. I still don't know how to add new effects, new ingredients, new potions...
Most people play with either CACO (that adds a bunch of new effects and ingredients) OR Apothecary. So in order for this mod to receive the attention it deservers, it's imperative for it to have integration with these mods. I don't think it's fair for us to expect you to patch those mods, i'm guessing you don't even use them lol. While I'm not a complete novice, I'm far from being and advanced user, and let's be fair, the average user has no clue on how to do the most basic CR in xEdit. So yeah, we need some directions to what we're looking for and how to add it.
Changing the subject a bit, I'd like to make a couple of suggestions to you:
1 - Instead of potions giving just one reagent when we break them down, I think it would be better if we got both reagents needed to make it, but in order to keep it balanced, maybe reduce the quantity we get. It gets kinda "grindy" getting only one, plus it doubles the amount of recipes.
2 - It's soflty related to 1, we can't hotkey the tools, so even using Favorite Misc Items to make them into favorites, we have to open the favorites 9238423987289472194 times, so it does get lightly menu grindy. Especially because we have what? 4~5 tools? That said, I love having to buy the tools and having them in my inventory, not sure if it's possible but maybe having the tools in our inventory as a condition to access the tools with lesser powers? Because powers/spell can be hotkeyed. The other option would be make the tools into some kind of "fake armor" (something similar to the hypercube storage mod and its altered version that makes it into an armor without really taking a slot and uses a small script to make unequip it after equipping so it can be hotkeyed).
Unfortunately, I feel like the article its geared towards those who wouldn't really need it, because they already have the knowledge needed to just look a mod in xEdit and patch it, so the only thing left for you to do is to explain how to use the spreasheets. I still don't know how to add new effects, new ingredients, new potions...
You do need some knowledge of the CK to make mods. :) Adding new items is easy - just go to the relevant section of the CK (potions, e.g.), right-click, and choose "New".
I tried CACO once, a long time ago, and I felt that it had serious feature creep. Tried Apothecary, too, and it didn't go far enough. I played with Alchemy Fixes for awhile, but it still didn't feel right; when I found the original Alchemy Redone, I knew that was the mod for me.
I could make some more patches. I've been working on another project, but I need a break from it.
Re: Skyrim Souls: I found the fix. I'll post a link in the sticky for now, and see if I can figure out how to incorporate it.
1 - Instead of potions giving just one reagent when we break them down, I think it would be better if we got both reagents needed to make it, but in order to keep it balanced, maybe reduce the quantity we get. It gets kinda "grindy" getting only one, plus it doubles the amount of recipes.
It is kinda grindy, but you can only acquire one item from a recipe (any recipe). I really hope Bethesda fixes that in the next game.
2 - It's soflty related to 1, we can't hotkey the tools, so even using Favorite Misc Items to make them into favorites....
In the original AR mod they were armor items. I thought it was kind of odd, so I changed them to misc items. Now I realize why QB did that way... I don't want to change them back, because that would necessitate editing the scripts, as well as the items themselves. I don't know if lesser powers could be used to activate items or not. It would certainly require more scripting, which isn't my strong suit.
I've got a pet project going right now where I am merging this mod with The Hermetic Art, for the ultimate granularity of the alchemy process. Right now I have it where The Hermetic Art's alchemy bench recognizes your mod's tools in its respective menus, but where I am struggling is converting your mod's MISC tools into uninteractive objects while maintaining crafting functionality at the alchemy bench. Basically, I want them be required to use The Hermetic Art's specific crafting menus (ala something akin to Crafting Requires Tools) at the crafting bench, but I want to remove their mobile functionality. Any tips to resolve this in Xedit? Or would I need to crack open and learn the creation kit?
I looked into your THA mod and it's awesome, though poses some serious problems in terms of compatibility (it directly tweaks the alchemy perk tree!)
would you perhaps consider taking a note or two from this mod (AR) and making the progression of THA not bound by a perk tree but something more external, more com,patible with other overhauls?
That's pretty easy. I can give you the list of what reagent corresponds with each effect; from there, you just have to make a recipe for each one using the crucible to break them down. Drop me PM and we can discuss it there, to avoid cluttering up the thread.
Edit: Give me a few days, and I'll write up a how-to article.
I have no idea what happened these past few days because so many mods updated between 20th-23rd, but I'm so happy this mod isn't abandoned because it's my favorite potion overhaul
well I absolutely love this mod but one issue I frequently run into in regards to the arcane side of things is: how do I do it? I can break down things into soul gem fragments and combine things to form bigger soul gems but how do I fix varla stones? how do I make black soul gems? there's no recipes to be found from what I can find but perhaps I missed something so my question would be: is there any guide on this or perhaps a recipe book?
Oops. I forgot to include those recipes in the readme.
To fix a varla stone: 1 black soul gem, 3 draco pulvis, 5 ethereal dust. Black soul gem: 1 grand soul gem, 5 ethereal dust, 1 daedra heart OR 1 human heart (requires the arcane augmenter)
I noticed a slight issue, the description says to use the various tools you just use them and close the inventory and a menu will open, but for me I need to use it then close the inventory THEN press the interact button and the menu will open
This looking intriguing and is something I would love to add to an alchemy centric playthrough. I read the description through and back again to see if I missed it (and I still may have), but can this pair with an alchemy overhaul, such as Apothecary or CACO? Or mods that add additional ingredients, such as Technicolor Alchemy? I'm not adverse to a lot of patching, but if they are functionally incompatible, I may need to set up a third (fourth?) MO2 installation.
Looks like a lot of time and effort was put into this. Unfortunately, I'm a meat and potatoes kinda person. There are too many things for me to remember, which means I'd probably end up never using any of it. Seems cool though.
This system is detailed, but there's not as much to remember as vanilla - everything appears in the crafting menus. I printed out a list of the recipes for ease of reference, but turning ingredients into reagents is easy. I just grab everything I find, and then when I use the crucible, I have a wide variety of stuff to choose from - I don't need to know which ingredient has what effects, because I can see what I can use to make whatever I need. There are a couple extra steps compared to vanilla, yes, but that's why the potions are more powerful.
32 comments
For those of you using a mod that unpauses menus: There's a fix here. It's a single script; just load it after AR.
on Alchemy Redone Classic (I'll just call it ARC) starting the mod requires acquiring a crucible, mortar and pestle, flask, retort, and alembic. even under alchemy 20 you can already break down very basic ingredients; and the mortar/pestle is what handles progression, where at every 10 alchemy level milestone you unlock a new perk that either adds to the variety of reagents and ingredients available or buffs up existing potions/poisons to the next tier.
But I tried out yours, ARR, and I'm barely going anywhere.
The option to build the required items isn't showing up in the forge. I made sure to have Smithing 20, I even put two points in it. Ordinator, if it counts. but I don't get the option to build anything. Out of caution I also leveled alchemy up to 20. nothing.
I use a mod that lets me order craftsmen to create / forge / enchant things for me. so I went to a blacksmith.
The blacksmith -can- build the items. well, a few of them. I only have access to a handful.
opening mortar and pestle has no perks available. just to be sure, I check a tanning rack, and - oh look, alchemy treatise 1. this was moved. apart from the requirement for ink feathers and rolls of paper - this is fine by me. I read it. sure enough, I've got new useable recipes.
then I check them. the substances are no longer ingredients themselves, they are instead clutter items that I imagine will be spent on the actual recipes.
of which I have none, because a retort was not one of the items I could create. nor a flask.
...am I... overlooking something incredibly basic, am I simply stupid, or...? it feels oddly frictional to even START using this mod, where the original was plug-and-play and even had the interesting option of using the reagents themselves for specific usecases and mixes. now I can't even do that.
You can buy the apparati from alchemists.
You can make them if you have Smithing 20+, OR if you have a schematic and the materials.
I use SkyrimSouls, and I simply can't use the tools. I activate them on my inventory and nothing happens. I believe that might be because my inventory menu isn't paused.
Anyway, in addition to that, I'd like to ask again for your help in patching mods such as CACO, Wyrmstooth and other mods that add new ingredients/potions to work with your mod.
And as a suggestion I'd like to direct you to Alchemy of Time. I believe your mod could benefit a lot from it, for instance, introducing ingredients and reagents decaying over time and their effects getting weaker depending on what stage they're on. It's a SKSE plugin, so this can be achieved by presets and users could easily expand on it.
I did see Alchemy of Time. I'm not sure if I can figure it out, but I'll give it a look.
Unfortunately, I feel like the article its geared towards those who wouldn't really need it, because they already have the knowledge needed to just look a mod in xEdit and patch it, so the only thing left for you to do is to explain how to use the spreasheets. I still don't know how to add new effects, new ingredients, new potions...
Most people play with either CACO (that adds a bunch of new effects and ingredients) OR Apothecary. So in order for this mod to receive the attention it deservers, it's imperative for it to have integration with these mods. I don't think it's fair for us to expect you to patch those mods, i'm guessing you don't even use them lol. While I'm not a complete novice, I'm far from being and advanced user, and let's be fair, the average user has no clue on how to do the most basic CR in xEdit. So yeah, we need some directions to what we're looking for and how to add it.
Changing the subject a bit, I'd like to make a couple of suggestions to you:
1 - Instead of potions giving just one reagent when we break them down, I think it would be better if we got both reagents needed to make it, but in order to keep it balanced, maybe reduce the quantity we get. It gets kinda "grindy" getting only one, plus it doubles the amount of recipes.
2 - It's soflty related to 1, we can't hotkey the tools, so even using Favorite Misc Items to make them into favorites, we have to open the favorites 9238423987289472194 times, so it does get lightly menu grindy. Especially because we have what? 4~5 tools? That said, I love having to buy the tools and having them in my inventory, not sure if it's possible but maybe having the tools in our inventory as a condition to access the tools with lesser powers? Because powers/spell can be hotkeyed. The other option would be make the tools into some kind of "fake armor" (something similar to the hypercube storage mod and its altered version that makes it into an armor without really taking a slot and uses a small script to make unequip it after equipping so it can be hotkeyed).
You do need some knowledge of the CK to make mods. :) Adding new items is easy - just go to the relevant section of the CK (potions, e.g.), right-click, and choose "New".
I tried CACO once, a long time ago, and I felt that it had serious feature creep. Tried Apothecary, too, and it didn't go far enough. I played with Alchemy Fixes for awhile, but it still didn't feel right; when I found the original Alchemy Redone, I knew that was the mod for me.
I could make some more patches. I've been working on another project, but I need a break from it.
Re: Skyrim Souls: I found the fix. I'll post a link in the sticky for now, and see if I can figure out how to incorporate it.
It is kinda grindy, but you can only acquire one item from a recipe (any recipe). I really hope Bethesda fixes that in the next game.
In the original AR mod they were armor items. I thought it was kind of odd, so I changed them to misc items. Now I realize why QB did that way... I don't want to change them back, because that would necessitate editing the scripts, as well as the items themselves. I don't know if lesser powers could be used to activate items or not. It would certainly require more scripting, which isn't my strong suit.
would you perhaps consider taking a note or two from this mod (AR) and making the progression of THA not bound by a perk tree but something more external, more com,patible with other overhauls?
Drop me PM and we can discuss it there, to avoid cluttering up the thread.
Edit: Give me a few days, and I'll write up a how-to article.To fix a varla stone: 1 black soul gem, 3 draco pulvis, 5 ethereal dust.
Black soul gem: 1 grand soul gem, 5 ethereal dust, 1 daedra heart OR 1 human heart (requires the arcane augmenter)