Jump to content

[WIP] The Markarth Alchemist's Guild


Zaerosz

  

23 members have voted

  1. 1. Should this mod require Dragonborn in order to deal with ashland plants easier?

    • Yes, it should require Dragonborn
      18
    • No, there should be a version playable with the base game and one for players with Dragonborn
      5


Recommended Posts

This post is a work in progress, and will be updated as time and planning permit - starting after I get me some pizza. Suggestions for ingredients, alchemical effects, quests, guild NPCs and the like are fully welcomed and taken into consideration, though at this time I'm not taking ingredient suggestions for Cyrodiil or Morrowind imports - since they already have official representation, there's no real need for me to make stuff up for them.

 

 

 

North along the road from Salvius Farm, built into the side of a mountain in the Reach, lies an old Dwemer mansion. Irinde, an alchemist of minor renown and somewhat less minor infamy, is inviting aspiring alchemists all across Skyrim to join her in establishing an official Alchemist's Guild, but has neglected to consider that the Jarl might not take too kindly to what he essentially considers an unauthorized explosion factory waiting to happen. Your job is to convince the Jarl to let Irinde establish the guild, restore the dilapidated ruin to its former glory, recruit faculty members, aid in daring rescues and bizarre experiments, and uncover a plot to shake the very foundations of Skyrim.

 

Features:

  • Over 120 more ingredients, including both brand new items from all over Tamriel and old favourites from Cyrodiil and Morrowind, complete with unlockable merchants from each region to sell them.
  • 12+ new alchemical effects, including Night Vision and Beast Form.
  • A greenhouse with Hearthfire-style planters, with additional types unlockable as you assist the greenhouse keeper Caraway with her experiments. These additional planters range from exotic to downright bizarre, being capable of growing many otherwise unplantable ingredients such as briar hearts, taproots, ashland plants from Morrowind and Solstheim, ranging to human hearts, troll brains, clannfear claws, draugr flesh, and even dragon teeth.
  • A smuggler who can acquire rare ingredients for you... for a price, of course.
  • Altered drop tables to make certain ingredients as common as they should logically be, such as human hearts and flesh.
  • A series of ingame books detailing each of the ingredients available in game, including hints of the effects of each.
  • Several questlines related to the Guild and its occupants, including one that finally ties up that blasted Lost Apprentices quest.
  • Full voice acting for each of the many new characters! Eventually. I hope.

Progress:

 

Ingredients:

 

Implemented, confirmed functional and available, has own texture/mesh as necessary

Implemented, confirmed functional and available

Implemented, untested/unavailable

Not yet implemented

Unconfirmed, effects undecided

 

Available in Skyrim:

 

Altmer Ear

  • Regenerate Magicka
  • Bolster Restoration
  • Damage Stamina
  • Fortify Enchanting

Argonian Scales

  • Regenerate Health
  • Waterbreathing
  • Fortify Stamina
  • Ravage Magicka

Bosmer Ear

  • Bolster Conjuration
  • Cure Disease
  • Cure Poison
  • Regenerate Stamina

Draugr Flesh

  • Damage Health
  • Resist Frost
  • Lingering Damage Health
  • Fortify Conjuration

Dunmer Ear

  • Resist Fire
  • Bolster Destruction
  • Fortify Health
  • Damage Stamina Regen

Khajiit Eye

  • Invisibility
  • Fortify Sneak
  • Fortify Lockpicking
  • Night Vision (x2 Duration)

Orc Tusk

  • Fortify Two-Handed
  • Damage Health (x1.5 Magnitude)
  • Fortify Smithing
  • Frenzy

Silver Mountain Flower

  • Night Vision
  • Regenerate Magicka
  • Bolster Conjuration
  • Fortify Barter

Sulfur

  • Fire Damage
  • Damage Health
  • Bolster Destruction
  • Weakness to Fire

Troll Brains

  • Fortify Magicka
  • Regenerate Magicka
  • Bolster Alteration
  • Damage Magicka Regen (x1.5 Magnitude)

 

 

 

Black Marsh:

 

Bloated Tuber

Dimple Cap

Fisher Berries

Hide Root

Marsh Algae

Muck Root

Rat Weed

Rope Reed

Sliver Barb

  • Lingering Damage Health (x1.5 Duration)
  • Weakness to Poison
  • Fear
  • Banish

 

 

 

Cyrodiil:

 

Alkanet Flower
Aloe Vera
Bergamot Seeds
Blackberry
Bog Beacon
Cairn Bolete
Clouded Funnel
Columbine Root Pulp
Dreugh Wax
Dryad's Saddle
Elf Cup
Emetic Russula
Fennel Seeds
Flax Seeds
Foxglove Nectar
Gingko Leaf
Ginseng
Goldenrod Seed Pods
Green Stain Cup
Green Stain Shelf
Ironwood Nut
Lady's Mantle Leaves
Lady's Smock Leaves
Mandrake Root
Milk Thistle Seeds
Minotaur Horn
Monkshood Root Pulp
Morning Glory Root Pulp
Mort Flesh
Motherwort
Mugwort Seeds
Ogre's Teeth
Peony Seeds
Primrose Leaves
Purgeblood Salts
Red Cinnabar Polypore
Redwort Flower
Sacred Lotus Seeds
Somnalius Frond
St. Jahn's Wort Nectar
Steel-Blue Entoloma
Stinkhorn
Summer Bolete
Tiger Lily Nectar
Tinder Polypore
Viper's Bugloss Leaves
Water Hyacinth Nectar
Wisp Stalk
Wormwood Leaves
Yellow Cinnabar Polypore

 

 

 

Elsweyr:

 

Peppercorns

  • Fire Damage
  • Ravage Health
  • Frenzy
  • Restore Stamina

Sand Star Moss

  • Waterbreathing
  • Cure Poison
  • Cure Disease
  • Restore Health

Sheggo Cactus

 

 

 

Hammerfell:

 

 

 

 

High Rock:

 

Basilisk Eye

  • Paralysis
  • Lingering Damage Stamina (x2 Magnitude)
  • Ravage Stamina
  • Slow

Black Rose

  • Regenerate Magicka
  • Lingering Damage Health
  • Bolster Illusion
  • Banish

Caraway

  • Cure Poison
  • Bolster Conjuration
  • Restore Health
  • Fortify Magicka

Ghoul's Tongue

  • Fortify Barter
  • Ravage Magicka
  • Damage Health
  • Weakness to Poison

Gorgon Snake

  • Lingering Damage Health
  • Fear (x2 Magnitude)
  • Fortify Alteration
  • Restore Magicka

Nymph Hair

  • Resist Magic
  • Fortify Barter
  • Restore Magicka
  • Invisibility

Pine Branch

  • Restore Magicka
  • Resist Magic
  • Cure Poison
  • Bolster Restoration

Red Rose

  • Bolster Conjuration
  • Regenerate Health
  • Lingering Damage Stamina
  • Frenzy

Rhubarb

  • Restore Health (1.2x Magnitude)
  • Lingering Damage Health
  • Restore Stamina
  • Fortify Sneak

Truffle

  • Resist Magic
  • Fortify Enchanting
  • Slow
  • Fortify Health

Verdberries

  • Regenerate Stamina
  • Regenerate Health
  • Resist Fire
  • Weakness to Poison

White Rose

  • Fortify Sneak
  • Regenerate Stamina
  • Lingering Damage Magicka
  • Fear

 

 

 

Oblivion:

 

Ambrosia

Auroran Bone Dust

Bloodgrass

Clannfear Claws

Daedra Silk

Daedra Venin

Daedroth Teeth

Dark Seducer Skin

Golden Saint Skin

Harrada

Heart of Order

Hunger Tongue

Lichor

Lurker Teeth

Metal Salts

Ogrim Horn

Scamp Skin

Seeker Tentacle

Spiddal Stick

Void Essence

Winged Twilight Membrane

Xivilai Horn

 

 

Orsinium:

 

Drakespine

  • Fortify Flesh
  • Damage Health (x2 Magnitude)
  • Fortify Attack Speed
  • Ravage Stamina

 

 

 

Summerset Isles:

 

Feyblossom

  • Weakness to Magic
  • Fortify Conjuration
  • Slow
  • Restore Magicka

Valley Herb

  • Cure Disease
  • Cure Poison
  • Restore Health (x2.5 Magnitude)
  • Resist Magic

 

 

 

Valenwood:

 

Arrowroot

Bladeweed

  • Restore Stamina
  • Fortify One-Handed
  • Fortify Attack Speed
  • Fortify Stamina

Moon Drop

  • Fortify Magicka
  • Resist Magic
  • Restore Health
  • Beast Form

 

 

 

 

Effects:

 

Poisons:

  • Fire/Frost/Shock Damage - Damage Health poisons, except doing elemental damage instead of poison damage.
  • Banish - Summoned Daedra up to level <mag> are sent back to Oblivion.

Potions:

  • Bolster Alteration/Conjuration/Destruction/Illusion/Restoration - Essentially the opposite of Fortify effects - instead of decreasing the cost, this increases the magnitude (e.g. with 25% Bolster Destruction, a Flames spell would do 10 damage per second instead of :cool:. Not sure if this is working right, I'm not 100% sure how to go about such a thing.
  • Beast Form - Forces a werewolf transformation, should the player be a werewolf.
  • Night Vision - Night Eye transplanted into a potion.
  • Fortify Attack Speed - Elemental Fury transplanted into a potion.
  • Fortify Flesh - ___flesh Alteration spells transplanted into a potion.

 

 

 

 

What needs to be done:

 

  • Creating more ingredients to fill out the import lists (esp. Hammerfell, Elsweyr, Valenwood etc.)
  • Meshes and textures for many of the new ingredients and plants
  • I need a proper understanding of how to bypass mod isolation, since the only article I've found on it was written for Oblivion and didn't mention DLC .esm files
  • Learning how bloody Papyrus scripting works so I can make sure I've ported planters from Hearthfire correctly
  • Writing dialogue for every character involved in the mod
  • Finding voice actors for the new characters
  • Possibly finding people who can imitate the official voice actors well enough to stand in for them where official NPCs are concerned (e.g. Phinis Gestor, Jarl Igmund/Thongvor Silver-Blood, Melka)
  • Denting the wall with my face in frustration when the Creation Kit refuses to cooperate
  • Completing this mod before I become eligible for a pension

Edited by Zaerosz
Link to comment
Share on other sites

I'm happy to VA for you :smile:

Which races are you capable of playing, and which gender (if only one?) We have a male Breton, Argonian, Khajiit, Imperial, Redguard and Altmer, and a female Altmer, Bosmer, Dunmer and Orc all in need of voicing. Once I write up the dialogue.

Link to comment
Share on other sites

 

I'm happy to VA for you :smile:

Which races are you capable of playing, and which gender (if only one?) We have a male Breton, Argonian, Khajiit, Imperial, Redguard and Altmer, and a female Altmer, Bosmer, Dunmer and Orc all in need of voicing. Once I write up the dialogue.

 

I could do imperial or breton

Link to comment
Share on other sites

I'd recommend as many others have done with mods (and you may have already thought of this) to release in stages. Focusing on either the alchemical ingredients, loot lists, vendor lists and making the ingredients exist and work, or going after the quest portions first.

 

Sounds like a good idea though. Any listing of what the 12+ new effects will be?

 

Another similar mod had some really nice ones like an ethereal potion.

Link to comment
Share on other sites

I would be more than happy to voice act for you, if you'll have me. I can do male khajiit, argonians and altmer.

 

https://soundcloud.com/complete-the-circuit/sets/skyrim-voices-demo

Your Altmer voice sounds like what I'm looking for, but the volume is quite low. Is there anything that can be done about that without sacrificing audio quality?

 

I'd recommend as many others have done with mods (and you may have already thought of this) to release in stages. Focusing on either the alchemical ingredients, loot lists, vendor lists and making the ingredients exist and work, or going after the quest portions first.

 

Sounds like a good idea though. Any listing of what the 12+ new effects will be?

 

Another similar mod had some really nice ones like an ethereal potion.

Effects have now been listed, though all are currently untested. I'm pretty sure the elemental damage poisons, Night Vision, and Fortify Attack Speed should be working, but I'll have to wait and see.

 

Also, if anyone feels like ripping textures and meshes for Morrowind ingredients that aren't present in Dragonborn, that would be awesome. I have Oblivion myself, but not Morrowind. Never mind, got a hold of them.

Edited by Zaerosz
Link to comment
Share on other sites

So it looks like two-to-one, people would rather I just make this require Dragonborn outright. Now, I'm happy to comply, but there is a slight issue. Namely, that the last time I tried to mod DLC, it f*#@ed up real hard. I think. I'm not completely sure, to be honest, it's been so long I can't remember too well. I'm going to make a backup and try to make this Dragonborn-dependent.

Link to comment
Share on other sites

 

I would be more than happy to voice act for you, if you'll have me. I can do male khajiit, argonians and altmer.

 

https://soundcloud.com/complete-the-circuit/sets/skyrim-voices-demo

Your Altmer voice sounds like what I'm looking for, but the volume is quite low. Is there anything that can be done about that without sacrificing audio quality?

 

I can definitely try and increase the volume. If you want to give me a test line I can try my best to get a good quality take that also has good volume and then let you decide after hearing that?

Link to comment
Share on other sites

 

 

I would be more than happy to voice act for you, if you'll have me. I can do male khajiit, argonians and altmer.

 

https://soundcloud.com/complete-the-circuit/sets/skyrim-voices-demo

Your Altmer voice sounds like what I'm looking for, but the volume is quite low. Is there anything that can be done about that without sacrificing audio quality?

 

I can definitely try and increase the volume. If you want to give me a test line I can try my best to get a good quality take that also has good volume and then let you decide after hearing that?

 

Sure, I'll write a bit of script and send it to you.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...