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Alchemy mod help?


Zaerosz

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So for my second mod (the first hasn't been published, since it's incomplete) I'm making a multitude of new alchemy ingredients (e.g. orc tusks, argonian scales, draugr flesh), as well as alterations to drop tables designed to make annoyingly rare ingredients slightly more common. There will also be an expansion for Hearthfire, which will have a quest that rewards you with a daily restock of an item you can use to treat your garden/greenhouse patches to be able to grow body parts instead of normal plants. However, I have a number of issues:

 

Issue the first: I have no idea how magnitudes of alchemy effects function whatsoever, and I can't find any obvious correlation between the magnitude and the output except that (obviously) more magnitude = more effect. I'd rather not have these new ingredients be hideously OP.

 

Issue the second: I need someone with a working knowledge of Papyrus scripting and the Hearthfire DLC to help me edit the Fertile Soil script (BYOHPlanterSoilScript) so that when you have a certain item (PotionEarthBlood) in your inventory and activate the empty soil patch (BYOHPlanterSoil), you can choose whether to plant things as usual or use one of said items to convert the Fertile Soil to a patch of Blooded Soil (BYOHPlanterSoilBloody) which offers a different list of plantable ingredients (flPlanterPlantableItemBloody, flPlanterPlantedFloraBloody), and can be converted back to Fertile Soil, though you don't get the item back.

 

Issue the third (optional, not recommended, probably not worth your time): I need models and textures for the aforementioned new plants. Currently I'm intending to just use a placeholder plant, but eventually I'll need proper models, e.g. a small tree with slaughterfish scales for bark, with a secondary texture with patches of scales missing for when you've harvested from it.

 

Apologies if this seems unclear at all, or is too demanding, I'm still new to this.

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