MisterB1969 Posted December 21, 2017 Share Posted December 21, 2017 (edited) Hey peeps, I wanted to just talk and work out some ideas about the Food and Alchemy in Skyrim. FOODI'm sure some of you might know my Magic of Food and Drink Mod. Which I feel is a step in the right direction for food. Even with this I might have let things go a bit too far, it's hard to balance food with alchemy. Which is why perhaps, food is best used as a background element with need's mods (such as realistic needs and diseases and Ineeds), without having an effect on the game. Though if they did have effects i would want to limit that effect to 30 seconds (which would be like 10 minutes in skyrim time). This would more than likely be limited stat regen buff. ALCHEMYI've been playing a lot lately with alchemy in skyrim, using some of my favorite alchemy mods like CACO or Phitts Alchemy and Food Overhaul. But the one thing I've seen is that there is an excess of Potion Creation, which I don't really like. I mean I understand why Bethesda limits gathering to no more than 1 item from a resource. It does help limit how many potions can be created. But when you add in the fact you can find potions, I think it still allows the Alchemy to loose that special flavor. So some of the things I am thinking.. 1) Keep looting of resources to 1 item, though if I use some of the other things I've seen I could encorporate a limited harvest system. Maybe one that works better than that annoying Green Thumb perk .2) I would like to encoporate a different alchemy system, that would require a recipe system instead of the system currently in place. There's a mod that does this called Alternate Alchemy, which is definetly a step in the right direction (it does modify the skill tree though).3) Potions have a 5 second heal over time.4) Poisons have a 5 second over time effect.5) potions should have a minimum 1 minute duration, so there would be nothing less than this. I feel that potions like invisibility, would make it more worth the effort.6) I would like alchemy recipes to unlock the recipe in the menu.7) Find less potions and poisons in the world :cool: Make the potions you do make or find, more "Worth it". A inventory should not be bogged down by a ton of potions, unless he's been working at it for quite some time.9) Allow characters to creation potions in the field. I am not even sure something like this is possible for me to create with my own limited knowledge, specially the alternate alchemy system. But at least this is enough to perhaps start discussing.My current load order to simulate some of this isAlternate AlchemyCampfireRealstic Needs and Diseasesand Scarcity (the x2 version) Edited December 22, 2017 by MisterB1969 Link to comment Share on other sites More sharing options...
MisterB1969 Posted December 21, 2017 Author Share Posted December 21, 2017 (edited) Deleted. Edited December 22, 2017 by MisterB1969 Link to comment Share on other sites More sharing options...
MisterB1969 Posted December 25, 2017 Author Share Posted December 25, 2017 Okay, I have the initial construction for the green thumb perk. Which will be attached to the 1st rank of the alchemy tree. The Condition for the main perk is having an alchemy of 20 or greater to use. Though this could change. Then I created 5 entries in the perk. Each Entry is listed as follows: Entry Point: Modify Ingredients Harvest Function: Set Value Value = The new multiplier And each perk entry has a set of conditions Target = self, Function = GetBaseActorValue, Info= Alchemy, Com >= , Value=Alchemy Skill value, then AND This allows me to increase the multiplier based below Alchemy Skill 20 = Value 2 Alchemy Skill 40 = Value 3 Alchemy Skill 60 = Value 4 Alchemy Skill 80 = Value 5 Alchemy Skill 99 = Value 6 So one of the question i ahve, is there a setting in EntryPerk>Function that can simulate randomizing from the lowest multiple to the new multiplier.? Based on the options it doesn't look like it does. So I assume a script would have to build to simulate randomization of the harvest multiplier ? Link to comment Share on other sites More sharing options...
MisterB1969 Posted December 29, 2017 Author Share Posted December 29, 2017 Well I finally got the Perk Version of my mod Unique Harvest and Alchemy done. https://www.nexusmods.com/skyrim/mods/84650 Now I need to figure out how to make a potion combine option at the alchemy lab. >.< Link to comment Share on other sites More sharing options...
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