GisleAune Posted February 8, 2012 Share Posted February 8, 2012 (edited) EDIT: Saw typo in title a little bit too late. Pretend there's an "and" in there... I find the fact that negative effects on potions and positive effects of poisons raising the value of the potion to make little sense and have rummaged through script after script to find where the value is calculated. The script called "Potion" is merely a function declared without a definition. I wonder... Is this controlled by a Papyrus script? If so, which one? I would want to have negative effects drag the value down by min(25% of positive effects' total, 50% of new effects value). If that's not possible. Would having an never ending quest subscribe to the OnStoryCraftItem(...) event and change the value of it if the item is a potion. Would that override the calculated result or will it be recalculated on loads and so on? I have no TES scripting experience, but know quite a bit of C++ and Papyrus makes sense to me. The purpose is to make alchemy harder to level up, have it make sense, and make the "Purity" perk a sensible choice. Edited February 8, 2012 by GisleAune Link to comment Share on other sites More sharing options...
GisleAune Posted February 8, 2012 Author Share Posted February 8, 2012 Damn, this forum moves fast today... Link to comment Share on other sites More sharing options...
GisleAune Posted February 9, 2012 Author Share Posted February 9, 2012 Bump. I won't bump it any more afte this. The questions in the original post still stands. Link to comment Share on other sites More sharing options...
MofoMojo Posted February 10, 2012 Share Posted February 10, 2012 I haven't gotten to messing with Potions yet, but each ingredient seems to refence a magnitude and duration for the various potions that it can be combined with to create. Have you tried adjusting those values? Link to comment Share on other sites More sharing options...
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