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MisterB's Alchemy and Food Overhaul or (AFO)


MisterB1969

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Hey peeps, I wanted to just talk and work out some ideas about the Food and Alchemy in Skyrim.

 

FOOD

I'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.

 

ALCHEMY

I'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 is

Alternate Alchemy

Campfire

Realstic Needs and Diseases

and Scarcity (the x2 version)

Edited by MisterB1969
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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 ?

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