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I've been playing around with an idea called AutoAlchemyCraft, basically something that would automatically handle potion-making when you hit an alchemy table. I cant seem to get the files working due to being my first attempt at a mod besides easy value editing.  Here is how I imaging it would work:

 

  • When you activate an alchemy table, the mod would ask you if you want to use the Auto-Craft function via message box. If you select Yes, it would start the script, otherwise, open the menu normally.
  • Once active, it would scan your inventory for any items with keywords related to [Ingredients], [VendorItemIngredients], or whatever, and dynamically add them to a list.  This way you don't need to hardcode them for mod support.
  • It would then look for combinations of ingredients what will result in a valid potion by looking at the effects, and add them to a list of [CraftablePotions]
  • Then the script would craft potions in random sequence from the [CraftablePotions] table based on magnitude, until no valid ingredient combinations remain.  This would ensure a variety of potions rather then all of one - > then a second type.
  • The whole point would be to avoid relying on a hardcoded master list. The mod would pull in whatever’s in your inventory at runtime, making it super friendly with mod-added items.

 

I attached my progress below, but have run into a dead end, if anyone would like to tackle it from here on out that would be fantastic!

AlchemyAutoCraft.psc

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