thanks for the info about the new version... will try to figure out what's new and what that means for my tweaks... maybe i will find some free time at the weekend...
чтая комментарии на основной странице мода "алхимия" я увидел что квест в котором мы играем за Цири,где она должна собрать разные травы,не возможно пройти так как Алхимия меняет появление травы и нужной нам травы попросту нет,ваши настройки исправляют это?
Hi, i know you're not the author of alchemy primer, but i'd like to share something that's happening with me. I have the mod installed, it works just fine, except for one thing: the standard meditation is replenishing my pots, bombs and oils. You know, the standard meditation is useful as a time skipper and helps to deal with high toxicity levels. It kinda annoys me it "refilling" my alchemy itens. I already have 20 unitys of multiple kind of oils because of this (and i only have built a few by myself). I'd appreciate any help, i really like this mod and i'll for sure try the tweaks after i deal with this problem.
I just unninstalled all steam's mods and the problem disappeared. About the tweaks, i think the toxicicity damage reduction is just a lil bit over of the ideal, i'd say 10% or 9% should be balanced. And a cool suggestion would be adding the side effects (rubedo,albedo and nigredo) to the description of the potion made. Awesome tweaks man, it made primer even more enjoyable.
you are talking about the adaptation skill, right ?
here's what you can do:
1) open AlchemySkills.ws with an editor like notepad++ 2) search for ADAPTATION_MOD (a private const var) 3) change the value (0.1667) to something you proposed (0.1)
this value adds up for each level of this skill, calculation for my value 0.1667 * 3 = 50% max tox damage reduction
Hop one over to the Gud Mods Discord, Vladimir UI channel, there you will find a working Vlad UI NG version, made by me. ...and iirc there is no patch needed for the latest alchemy version, because skyliner (the author) moved code to a local file and has left alchemyMenu.ws (almost) untouched. My VladUI version should merge (almost) automatically, depending on your modlist. Give higher priority to VladUI and you should be good to go.
yeah, i am without Vlad UI atm, had to rebuild my modlist, i think i reached the mod limit now i am carefully readding the mods, VladUI will be next on the list
and feedback on my these tweaks are welcome...let's make Alchemy great again :D
nope, i reduced it from 0.75 to 0.25 my goal is to make meditating/brewing a "safe spot" when your toxicity has reached a critical level and you don't have a white honey potion ready... but maybe this isn't necessary, because i still had the toxicity accumulating system of W3EER in mind...
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will try to figure out what's new and what that means for my tweaks...
maybe i will find some free time at the weekend...
automatically refilling potions etc is vanilla behaviour...
you are talking about the adaptation skill, right ?
here's what you can do:
1) open AlchemySkills.ws with an editor like notepad++
2) search for ADAPTATION_MOD (a private const var)
3) change the value (0.1667) to something you proposed (0.1)
this value adds up for each level of this skill, calculation for my value 0.1667 * 3 = 50% max tox damage reduction
...and iirc there is no patch needed for the latest alchemy version, because skyliner (the author) moved code to a local file and has left alchemyMenu.ws (almost) untouched.
My VladUI version should merge (almost) automatically, depending on your modlist.
Give higher priority to VladUI and you should be good to go.
You better get used to the fact that different people have different tastes and opinions about all sorts of things...
and btw did you see me including IMHO in my statement ?
and did you forget that W3EE(R)'s toxicity system is derived from/based on primer ?
have a good one
now i am carefully readding the mods, VladUI will be next on the list
and feedback on my these tweaks are welcome...let's make Alchemy great again :D
Doesn't this make alchemy too OP?
my goal is to make alchemy a viable choice, but not OP...
Isn't it already the case in the original mod ?
my goal is to make meditating/brewing a "safe spot" when your toxicity has reached a critical level
and you don't have a white honey potion ready...
but maybe this isn't necessary, because i still had the toxicity accumulating system of W3EER in mind...