Aedra3254 Posted May 24 Posted May 24 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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