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Crafting potions, Resist Fire is not Resist Fire


disi30

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I try to make a quest here to give the player some ingredients and make him craft a potion.

 

For testing, I place a copy of the potion I expect into a chest.

 

Whatever ingredients I use, I never hit the ones to make the exact potion as listed in the Creation Kit.

 

Is there a list that is 100% accurate? I cannot find one in Creation kit itself...

 

 

p.s. there are even several cure disease versions in the game -.-

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Locate to the resist fire alchemy effect and right click, then select "use info." That will give you a list of all the ingredients and potions that use the effect.

Thank you, good idea. Still, the crafted potions are not the potion items in CreationKit. They are in a LeveledItem List, which contains the different strengths of magic effects.

 

That means I am looking for a magiceffect added to the inventory, rather than a potion?

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No way to track if the correct potion is added to the inventory.

The Alchemist craft action does not remove the ingredients from the inventory, no filter here either.

 

I do what the vanilla does as well.

Periodic Update to check if the player left the building... and I add if he still had the ingredients, because the Craft Potion Event doesn't work either (as mentioned on the Creaion Kit Wiki). Alchemy is really bad!

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What are you trying to do?

Well, I try to get the player to craft a potion, but not hardcoded ingredients.

 

This works fine, but I had trouble triggering the next stage if the player actual crafts a potion. Like in the alchemy tutorial quest.

 

The ONLY way to get such an event seems to be the Story Manager and add your potion quest to the Craft Item SM Event Node. This actual works now...

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Or if you are specifically looking to see if they crafted a resist fire potion, you could just detect if the potion has the resist fire alchemy keyword.

This makes it too complicated, I tried it.

 

I made a formlist with the potions and a formlist with formlists of ingredients to handle that.

 

But I would need to have another formlist with the keywords for each type of potion and then somehow pass the type of potions via a global variable to the Event Node and then somehow fiddle this all into one condition and check if the made potion has the keyword at this position in that formlist.

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