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Duke Patricks - Basic Alchemic Immersion 2.1

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About This File

This mod will give you a special small wood coffer made to protect the glass wear needed to boil and thus catalyst the ingredients for making potions. If you do not place your apparatus in this coffer, and instead hold your glassware in your regular inventory, you will take a chance that it will shatter if you fall down or get staggered. This chance is calculated using your luck. But no matter how lucky your are it will never be ZERO Percent. The stone Pestle will not be subject to this possible breakage.

Place the “Alchemy Coffer†on the ground and activate it to get your Alchemy apparatus to create potions. To pick up the Coffer you need to crouch (go into sneak mode) and then activate it.

The Coffer changes its weight based on the weight you put in the box!

Also, your Potion making ability will be drastically reduced unless you are near a fire. This fire can be your equiped torch. But it is intended to be a fire place or camp fire. Just put your cross hair on the fire (or equip a torch) before you open your potion making menu.

Making potions now includes a risk of alerting enemies in the cells you are in. If they have a clear Line Of Sight to you their chance to detect you when you make potions is x 3 normal. The normal formula being:

Chance = Actor Sneak * 2 + Actor Intelligence / 1.5 - Players Sneak

So it is best to make potions in nice safe towns, but if you are trespassing there is still a chance that other trespassers (robbers) will find you even in the “safe†areas.

However this “alerting of enemies†only happens if you use fire to make your potions.

And if Actor aggression < 45 or Actor confidence < 60 the actor will not come to investigate the Alchemy noise, smells and light!

If any of your other mods tries to change these game settings :

FPotionMortPestleMult

fPotionT1MagMult

fPotionT2CalDurMult

fPotionT3RetMagMult

FPotionT1AleMagMult

FPotionT1AleDurMult

FPotionT3AleMagMult

FPotionT2AleDurMult

FPotionT1CalDurMult

FPotionT1CalMagMult

FPotionT1RetDurMult

FPotionT2RetDurMult

FPotionT3CalMagMult

It may be incompatible.

These get set to 0 unless you have a fire near by.

Sound detection of fire but I am also using model detection for any model that has the word torch or flame or fire in it to make it compatible with dropped torches mod as that mod has NO FLAME SOUND! Cross hair needs to be on the torch to detect the model.

At this time Syclonix's At Home Alchemy Version: 1.1 is NOW compatible!

Some flame and fire sounds are still not being detected on some rare and custom type fires. If the person that made the custom fire did not name the sound effect with the word flame or fire or torch in the name it will not be detected.

For the most advanced SCA combat with sword and shield:

http://www.spookyfx.com/book/tromp.html


What's New in Version 2.1

Released

  • Rev2.1 There was a chance to break glass wear when you were only putting it in your inventory. This I did not intend, so I took this out of the mod. The chance of breakage should only occur if you get staggered or fall down.
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