Getting close to complete a playthrough with this mod, I've got an idea: 4th recipe preset, similar to Full but adapted to ingame economy, by replacing hard-to-find monster loot like Cockatrice Stomath, Ekima Hide, or Cave Troll Liver with supplement ingredients, either reasonably common monster drop, or ingredients purchasable at alchemists/craftsmen, like 5th Essense or Infused Shards.
Decotion recipes could also have preset that requires minor basic mutagen of same color as rare mutagen used in creation recipe. Mutages are fairly common, but not abundant or purchasable, would strike IMO the right balance for such long-lasting powerful potions.
The Craft Alchemical Bases mod that's recommended for this makes my game crash instantly as soon as I enter alchemy menu every time. It instantly freezes and the game closes after a few seconds without any error message.
I downloaded the main file. Is this a known thing that's solve able? seems so strange to me because other mods who do similar things work just fine.
One odd thing I noticed with oil refills is that some oils require multiple bases for single refils. Superior Necrofange oil takes the cake with 5 alchemical pastes to refil. Ironically, probably the least useful oil, since by time you have superior quality, corpse eaters are hardly a challenge, but still something to note. [edit] reading up, I see refill cost is based on cost of original recipe, so it's issue with vanilla recipies that sometimes clumsly use base quantity to balance out creation cost when not requiring any exotic ingridients.
yep. met this sound glitch too. i've tried to disable all mods that were combat related and nothing changed. So i checked all Post sections of mods that i've installed. and found same issues here. that's strange... =) what i've noticed that this glitch happening when damage on time (DoT) is in affect. like burning or bleeding. Do you found any way to fix this problem?
Faen figured out it was being caused by having next gen's autoapply oils option enabled at the same time as this mod's oil refills option. If you still want to use the mod before it's updated use only one of those 2 options (IMO they don't make much sense used together - autoapply oils is clearly meant for vanilla's infinite oils).
Theres a problem Merging with FRIENDLY STASH (CLASSIC)
When merging gameplay\alchemyManager.ws from these two mods, the script merger asks you to resolve a conflict.
if you choose both lines, the items spent on the recipes will be doubled (the recipes will only show 1 item of each, but 2 will be deducted) If you chose the Simple Alchemy Refill line, all recipes made with inventory items will not use up the items.
BUT, if you chose the Friendly Stash line, it APPARENTLY will work fine
@EDIT: still having problem with Refill while meditating. It uses vanilla ingredients (alcohol, fat) to refill all potions with these 2 mods merged. Definitely needs a compatibility patch
Old Gen Isn't supported anymore? The only "flaw" i can point out is refilling and boosting effects after resting at corvo bianco don't work if refill option is set to anything but vanilla or base ingredient. Your mods are still essential to me though!
Suggestion (not sure if this is possible): to make it so that if there are no oils, then they cannot be used from the inventory or from the quick menu from the patch 4.04 (from here the apply sound is also played if there are no oils)
I know that in vanilla, number of potions is checked like this (playerWitcher.ws): if( inv.SingletonItemGetAmmo(item) == 0 ) return;
But I'm not sure how to check the number of oils because they are not singleton items in vanilla.
They shouldn't be getting used if they have no charges left, is that no longer the case? IIRC that getammo function is a vanilla function that returns the number of oiled/buffed swings an oil would grant to a sword it's used on (20/40/60 for normal/enhanced/superior). There is no vanilla function for counting an oil's number of uses/applications as they are infinite in vanilla.
Probably an easy fix, though the mod needs a refactoring anyway as it got feature creeped compared to what it started out as and also need to add a couple of new functionalities like being able to refill from the inventory and from the 4.04 radial alchemy menu. Probably should also add the ability to consume alchemy items straight from the new radial menu instead of only being able to quickslot them (fairly unusable addition for controllers).
But first I gotta update the reduced loot and shops don't buy junk mods, and find the courage to deal with whatever is going on the mod menus/ new string encodes.
Btw, about menus - I pretty sure that the easiest way to fix this is to simply use custom strings instead of vanilla ones and remove tags=customNames
I can send you tweaked menus for Cheaper Repair and Master Requirements, for other mods you should just remove those customName tags only from Mods.lego.modname line
Some reason when I enable this mod, I get a ringing noise when entering combat. I am not sure how to post a list of my mods. I know I don't use any of the mods listed as incompatible, so I don't know what is causing the issue.
I'm currently using this mod with ver. 4.03 and so far it seems to work as inteded. Thoguh, no matter how I try to deactivate it it seems the auto-refill with meditation is still there. I tried multiple option but it always replenishes my potions. It might be due to the fact that I had to merge this mod with a few others but I'm not sure. Is there a way to manually disable the auto-refill?
142 comments
Version for 4.04EDIT: Updated version has been uploaded
Decotion recipes could also have preset that requires minor basic mutagen of same color as rare mutagen used in creation recipe. Mutages are fairly common, but not abundant or purchasable, would strike IMO the right balance for such long-lasting powerful potions.
I downloaded the main file. Is this a known thing that's solve able? seems so strange to me because other mods who do similar things work just fine.
Ironically, probably the least useful oil, since by time you have superior quality, corpse eaters are hardly a challenge, but still something to note.
[edit]
reading up, I see refill cost is based on cost of original recipe, so it's issue with vanilla recipies that sometimes clumsly use base quantity to balance out creation cost when not requiring any exotic ingridients.
i've tried to disable all mods that were combat related and nothing changed. So i checked all Post sections of mods that i've installed. and found same issues here. that's strange... =)
what i've noticed that this glitch happening when damage on time (DoT) is in affect. like burning or bleeding.
Do you found any way to fix this problem?
If you still want to use the mod before it's updated use only one of those 2 options (IMO they don't make much sense used together - autoapply oils is clearly meant for vanilla's infinite oils).
When merging gameplay\alchemyManager.ws from these two mods, the script merger asks you to resolve a conflict.
if you choose both lines, the items spent on the recipes will be doubled (the recipes will only show 1 item of each, but 2 will be deducted)
If you chose the Simple Alchemy Refill line, all recipes made with inventory items will not use up the items.
BUT, if you chose the Friendly Stash line, it APPARENTLY will work fine
@EDIT: still having problem with Refill while meditating. It uses vanilla ingredients (alcohol, fat) to refill all potions with these 2 mods merged. Definitely needs a compatibility patch
I know that in vanilla, number of potions is checked like this (playerWitcher.ws):
if( inv.SingletonItemGetAmmo(item) == 0 )
return;
But I'm not sure how to check the number of oils because they are not singleton items in vanilla.
They cannot be applied (as intended), but the sound still plays
Very small nitpick, that probably cannot be fixed
But first I gotta update the reduced loot and shops don't buy junk mods, and find the courage to deal with whatever is going on the mod menus/ new string encodes.
Btw, about menus - I pretty sure that the easiest way to fix this is to simply use custom strings instead of vanilla ones and remove tags=customNames
I can send you tweaked menus for Cheaper Repair and Master Requirements, for other mods you should just remove those customName tags only from Mods.lego.modname line