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.
This i find to be one of very few weak spots of this mod. But combined with the Craft Alchemy Base mod and couple other mods made by Partoutatix it is still affordable.
so this mod is causing me a soundbug with fire sound effects. Anyone i set on fire there is a weird jitter sound until they die. As soon as a I uninstall this mod its not a problem.
Im experiencing an issue where, after running out of oil charges on my sword (spectre oil in this case), it continues to behave as if the oil was still applied. I noticed it when fighting a spectre and I could damage and make it corporeal by just hitting it and without using Yrden.
Also the tooltip for the sword indicates its extra 10% spectre oil damage. While also showing its out of charges.
I installed this mod using the TW3 mod manager and aditionally have the following mods:
Buff Charges (Weapon/Armor/Signs) Alternative Radial menu Damage Sliders No Clearing Grindstone and Workbench Effects when unequip equipment
Calm yourself. I did not 'hallucinate' a feature. Nor did I cast blame. The only reason I mentioned this was because I noticed it after installing this mod. Also, I was unaware of the info you are presenting here. Thanks btw, it's useful to know.
Having said that, it still seems odd to me that after running out of charges, the weapon's tooltip continues to show the bonus as if it was applied.
So I'm not 100% sure this is related to this mod, but I have the issue that my radial menu shows low level bombs as an entry when I scroll through even though I have the higher level version. I crafted some low level ones, then upgraded and the entry still didn't disappear. It's currently only the dimerithium bomb and the grapeshot bomb that are affected.
Edit: I have now also tried uninstalling the mod as well as using up all bombs then refilling with meditation and manually, but the list doesn't get refreshed.
for those who have the same s#*!: create a bomb which shows 0 in count then destroy it then craft the better version of it. It looks like this mod just hides low level bombs does not destroy them so u gotta do it manually,,
HI FRIEND ty for the mod , i love the combo of Brew with a view +this mod + extend potion duration and craft alchemy base.
only thing confuses me is bombs part- arent we supposed to refill them too?if yes then how, (i know they dont have recipe pc they are by default but..)
upd It is no longer relevant, since I miraculously installed and launched the preparations on the fourth try.
Hello, I want to figure it out. I have 1.31 Game of the Year. GM+ Which file should I download? Is it possible to configure the mod so that it only restores the current version of poison and removes weak ones from the alchemy menu?
How would you ever have enough white gull to refill a basic superior swallow potion that you use all the time? Is there an option to allow any alcohol to be used for refill?
Reread the mod description? You might still be able to get a refill of the cheaper variants when can't afford the more expensive ones. Also look into craft alchemical bases.
180 comments
Version for 4.04EDIT: Updated version has been uploaded
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.
Also the tooltip for the sword indicates its extra 10% spectre oil damage. While also showing its out of charges.
I installed this mod using the TW3 mod manager and aditionally have the following mods:
Buff Charges (Weapon/Armor/Signs)
Alternative Radial menu
Damage Sliders
No Clearing Grindstone and Workbench Effects when unequip equipment
You hallucinated a feature and blaming the mod for breaking hallucinated feature (classic nexus btw)
Small wraiths can be attacked without Yrden
I did not 'hallucinate' a feature. Nor did I cast blame. The only reason I mentioned this was because I noticed it after installing this mod. Also, I was unaware of the info you are presenting here. Thanks btw, it's useful to know.
Having said that, it still seems odd to me that after running out of charges, the weapon's tooltip continues to show the bonus as if it was applied.
Edit: I have now also tried uninstalling the mod as well as using up all bombs then refilling with meditation and manually, but the list doesn't get refreshed.
create a bomb which shows 0 in count then destroy it then craft the better version of it. It looks like this mod just hides low level bombs does not destroy them so u gotta do it manually,,
only thing confuses me is bombs part- arent we supposed to refill them too?if yes then how, (i know they dont have recipe pc they are by default but..)
It is no longer relevant, since I miraculously installed and launched the preparations on the fourth try.
Hello, I want to figure it out.
I have 1.31 Game of the Year. GM+
Which file should I download?
Is it possible to configure the mod so that it only restores the current version of poison and removes weak ones from the alchemy menu?