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  1. Hi everyone, I am new to the forum so please forgive me if this has been posted before. I was thinking how the transmute spell should have been part of alchemy and not magic, there is an argument for both but i think it would make more sense when it comes to gameplay. You even get a proper menu in alchemy, and you could theoretically transmute anything in the game, or duplicate rare items and ingredients. Skill books could be stuff like The lesser key of Solomon and stuff like that. I always felt like the alchemy in Skyrim was lacking and should have been much more than "just" potions and poisons. Especially since the dudes that actually tried and engaged in "the great work" was more hardcore in our own world than they are in a badass universe like Nirn.. Thoughts?
  2. I'm looking for mods that increase the amount of resources and ingrediencies that we gather for crafting. When I mine, chop wood or pick ingrediencies, it just seems like I should be able to get more then two. I'm not asking a lot. Just a slight increase in the amount I usually get. I also want to be able to go up to a tree and cut at with an axe for firewood. So, if you know of any mods that fit what I am looking for, please leave a comment a link to the mod. Thank you. Your help is appreciated.
  3. Hey Nexus lovelies, So, I was returning from a foray to a Forgotten Tower (Forgotten Dungeons, highly recommend), and I needed to make some more potions. So I went to my Breezehome (thanks Elianora), to check on my plants growing in the beds outside...which is an excellent addition. However, there are only six soil spots. Which is a reasonable number, for two grow beds, and for the size of the house. But, this got me thinking. Is there a mod that lets you purchase a dedicated greenhouse? Not for living in (Though it would probably be advantageous for there to be a bed and some storage, and an alchemy lab for sure), but dedicated for that sole purpose: growing. Farming. Us Dragonborn can go through a metric f*#@ load of potions on a longer dungeon run, and even with mods that add a reasonable amount more ingredients to alchemists shops, that isn't always enough. And buying them all the time feels pretty cheap. So what's the solution? Grow your own s#*!. I'm sure I'm not the only one who uses an excellent house mod like Eli's Breezehome, and doesn't want to go buy, build, and manage an entirely separate house just for growing. Here's the picture: Imagine a largely glass building in Whiterun or Riverwood, or outside Falkreath since that place is green af and needs some love, or Solitude even, full of planting beds, and pots. A static, but immersive, irrigation and watering system. Ingredients hanging from nets, ready to be harvested, or sold (hold that thought). A separate room with ingredient storage and a dope ass alchemy lab, like you see in Rayek's End. You can purchase the building, from the local Jarl, or maybe from a merchant who's had enough with being up to elbows in soil, and get to business. The basic necessity would be the building, full of fertile soil. Anything extra would be dope ass flavor, for extra immersion. Adding onto that, as even though a personal greenhouse, just a greenhouse, would be amazing, what if you could hire employees, expand your horizons a bit? You could, perhaps at the expense of some of your hard-grown ingredients, sell them to others, and bring in a bit of a profit. It's your own shop. The Green Dragon, we could call it (get it? There's a few things there. I'm not clever.) Tl;dr Someone should build a purchasable, dedicated greenhouse for the Dragonborn to grow s#*!. And maybe sell s#*!. Anyone game? Or am I crazy? P.S. : Another idea, which would be great. Add in a numbers ledger, like for the thieve's guild radiant quests, and add the building into the list of merchants you can sneak in and fudge. How hilarious would it be to run numbers for or case your own business? Any feedback/takers welcome. Thanks guys, Aralias
  4. 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)
  5. TL;DR Do the last 5 things. So up until recently I had a bug that had seemed to be ending a lot of people's games through sheer annoyance. The premise is that whenever you try to interact with an object that requires a specific idle animation to be played while you are using is (all tables, enchantment tables, smithies, etc.) you would do the initial animation to start, if you were using an enchantment table or another object that brings up a menu, the menu would pop up, but you would immediately quit out for no reason. Obviously this is a huge pain and can be very scary as it is hard to pinpoint when the glitch actually took place. So first off, what is going on? 1. We know it's an animation error and we know why it's happening. In general, animations in Skyrim have a beginning and end set time, this goes for mods too. The way the game works (as far as I can tell) it calls a certain animation when a given flag is flipped and then the animation plays. Normally the animation ends and the game realises this and you move on with your day as normal. What is causing the glitch however, is one of your animations ends, but the game doesn't realise it. This happens very infrequently with vanilla animations (but is still possible) , but I have found can happen extremely easily with modded animations (Such as with Immersive Beds and Better Vampires). 2. I have found this glitch to become much more common the heavier the load of scripts you have the game running is. In my game, I have Frostfall, iNeed, Better Vampires, Immersive Beds, and a whole other host of SKSE required mods running and I think this is a huge contributing factor seeing as the game is constantly trying to read all these scripts and can easily miss a flag here or there. 3. It seems to be affected by playtime. I know I was playing the game for a while before it started cropping up (especially with all the mods and SKSE plugins I had installed). I think this is because the longer you play, and the bigger the save files get, the more stuff the game has to process which increases it's chances of missing the flag that turns of the animation. 4. Better Vampires and Immersive Beds can be the culprit. Now, this doesn't mean that these are bad mods. All it means is that the animation system that Bethesda put into the game is very very fragile and when you insert scripts that weren't changed how specific parts of the game worked and included animations, the game could get very easily confused. What seems to happen with Better vampires is that the feeding animations can get cut short, or not even play at all, which leads right into this glitch. . . sometimes. Honestly it seems like a small fraction of the time when the animations break that the glitch occurs, and I don't know why it isn't consistent. With Immersive Beds, a possible symptom of the glitch is that the animation that plays when you get into bed just doesn't occur. If this happens, you are best off going right to the Catch-All at the bottom. 3. Once this glitch happpens, unless you can find a wayto reset your animation scripts in game, or you manage to flip the little flag that tells the game that the animation it thinks it needs to interrupt you for is inactive, you're screwed. Now that that is over with, hopefully someone can work on a better solution than the one that I came up with, or the ones that various orther sources have found (like maybe a patch if it's possible) So now for the part that you probably actually came for: How to solve this. First I'm going to list minor solutions that have worked for other people. They are extremely inconsistent though and they only work for me sometimes and sometimes the glitch persists through the method even though it seems to be fixed. 1. Using a shout. just stand still and use one of your shouts. As far as I can tell it doesn't matter which one you use, but if you are using Better Vampires you probably don't want to use the Detect Aura one. 2. Going to jail. I've seen that this tends to reset a lot of issues, and I have seen some success stories of this working for some people. So go out there and punch a guard, he deserves it. 3. Interrupting someone else. I've seen people get around this by waiting for someone else to start using the thing that they are trying to use, or anything else for that matter, and then interrupting them. You'll get the "Someone else is using this prompt" and then they will stop, and you can try to use it after them. 4. Go into the console and type "player.tai" without the quotes, it will probably turn off the animations for you, so you want to do it again so that it says that they are on. Heads up, I haven't seen anyone say that this worked,but I have seen it suggested a tonne. So now finally for my Catch-All. If you are like me, and none of these simpler, less pain inducing options worked for you, have no fear (maybe)! I was thinking about what causes the issue, and all I wanted was an option to just reset the animation scripts and clean the massive cache that the game had generated over the playing time, but I couldn't find anything that did that. Until I looked in the Immersive Beds MCM menu. Here's what you need to do: 1. Download Immersive Beds. You literally never have to use it, you are only going to use one function of it. 2. Go in game and wait for the MCM to realise that it exists. 3. Go into the menu and click the option that says something along the lines of Resetting the mod. 4. Exit the menu and wait for a little hitch in your frame rate. 5. It should be fixed. This is the only consistent and logical solution that I have found, considering it purges all of the animations from the game for a split second (again as far as I know) and then allows them to pick back up. Now like I said earlier, this glitch does seem to be affected by playtime, so if you start having it again, go back into your Immersive Beds MCM and reset those scripts! If I'm wrong or this is already somewhere else, feel free to ban me :smile:
  6. Think about this, what if you took a big jug, or cauldron, or something, and poured all of your healing potions into it. Then, all that goopy life juice got concentrated and put into a new SUPER potion that allows multiple uses depending on how much healing was supplied. You could also have different kinds to provide better healing per use, but at a higher cost. I know there are potion combiner mods, but I think this would be way cooler. Now I don't know a thing about modding, and I know this sounds a little out there, but I bet one of you talented bastards could pull it off.
  7. Hey, so since i dont know anything about mods, im curious if any of you out there would be able to help me. You know whenever you craft a potion, the ingredients stay selected after you craft the first potion? And you know how that dosent happen in the enchanting table? If any of you out there would be willing, i would like for that to happen. So that if i have 46 petty soul gems, 67 gold rings and a selected enchantment, i can keep crafting without having to reselect everything every time, until i run out of either the gold rings, or the soul gems. If that could happen i would be so happy! Thanks for reading, bye!
  8. I'm working on a mod and there are some things that I have managed to get working. I know how to edit xml files and change the various values there. However, there are a few things I'm not sure how to change. Here's a quick list of improvements I want to make, but have no idea how to go about doing it: Yrden- I've managed to increase the slow effect, but I haven't found anywhere that will let you change the number of active circles you have on the ground. Signs general- I'd like a way to make casting signs quicker. Currently it's just too slow for me. Alchemy- I feel like the alchemy system isn't very lore friendly. Geralt is one of the best Witchers around, yet he doesn't remember how to make potions and oils? Kind of stupid. So, I would like a way to have it so you start knowing all the recipes. (same goes with the bestiary) I would also like to make an edit to the way potions are refilled. Something like, you can either meditate to refill, and the ingredients will be used to refill the potions, or you can refill them manually by recrafting them. Geralt also doesn't seem very lore friendly himself. Why exactly does he not remeber how to fight or use signs to their full effect? I'd like a way to have him start with at least one point in the basic skills, and more skill slots from the get-go. Hunting for food is very random and sporadic. I would like to either add an area that reliably spawns deer, or add a way to track deer. Just, some way to make hunting a viable way to get food. Anyway, these are just some things that have bothered me about the game. What files do I have to edit to get these effects? Any help at all would be greatly appreciated. P.S. If you know of a mod that does any of the above, I can open it up and see how it was done. So don't be shy! Let me know and I'll check it out.
  9. is there a console command to forget a recipe in alchemy? i prefer to only make potions i have a use for, and the skyUI selection is great for remembered recipes, but i'd rather not have that 'fortify marksman+negative effect'
  10. As many have noted, staves get left behind by normal spells and melee options due to the fact that weapons can be upgraded and the master destruction spells can be made dirt cheap with item enchantments. I have noticed, whilst brainstorming other mod suggestions, that there are two Fortify effects present in the game for Illussion, Restoration, Conjuration, and Destruction; one in enchanting, and the other in alchemy. Would it be possible to apply the alchemy Fortify Des/Res/Ill/Con effect to staves, and in greater intensity in accord with your alchemy skill? If so, what might it involve, at a guess? Edit: I should specify, is it possible to add the Fortify enchantment permanantly?
  11. Howdy, I'd like to request a mod that dynamically adjusts the weights of potions based on their magnitude. The goal is for a weight of magnitude/100 units. I don't know which approach would be best for this, but since it should cover both player made and premade potions, I'd assume a script based approach might work best ... For "bonus points" a mod manager menu where the factor by which the magnitude is divided can be set (1000 to 10) could be added. Thank you very much for your time and effort modders!
  12. I had previously made a thread about specific animations not working in my game. It had started when I tried to carve out Canticle bark in the Unseen Visions quest in the Dawnguard questline. At that point, the only animations that didn't work were gathering the bark, mining, and chopping wood. I thought it had started due to the quest. But now, none of the following animations will play: mining, wood chopping, using alchemy/enchanting tables, smithing, smelting, using the workbench/grinding wheel...pretty much any vanilla animation that involves interacting with objects. And it's only the player character, too! NPCs have full animation use. Animations from mods, such as Actions and Remove Projectiles work just fine, but they only involve the player character acting alone, with no object interaction. There are no T-models going on, no lack of running or walking, just a lack of interaction with objects. With most, my character will just stand there, go into third person, then be able to move again, but without being able to go into first person. With some actions, like mining and wood chopping, I even lose the ability to move the camera around, even after my character regains their movement. The animations never play and I never get anything out of interacting with the objects. I do not have FNIS, nor do I have any mods that depend on it.
  13. I've had Special Flora of Tamriel installed for a while now. It's currently abandoned, but it works well and I have no real complaints - I really liked the way it opened up the gardening options of Hearthfire. Anyway, although I'm not complaining, there were shortcomings in the mod - it was obviously a work in progress - and I'd like to move on to a more robust mod like kryptopyr's highly regarded Complete Alchemy and Cooking Overhaul. However, the two don't seem to play well together. Loading CACO last breaks SFT's gardening while loading SFT last breaks CACO's MCM menu (and possibly other stuff; I'm not very familiar with the mod yet). Is there any way to get them working together? CACO's redo of the alchemy effects might make this impossible, but I thought I would ask just in case.
  14. I know thereâs an old mod that /kind of/ does this, but it adds an npc and you have to use the cooking pot to make it. -Add a recipe to Shroud Hearth Barrow and then you can make it on the alchemy table -when you drink it, it acts like a fear spell and effects people around you (probably not the dead or animals though. Why would draugr be scared of ghosts?) -however, upper level npcs ainât scared of no ghosts
  15. Hello! Here is simple idea for ruin: What about making some sort of underwater structure wich would be traveled throgh only if you have enouth potions for underwater adventures, or are Argonian race? Ruin specificly for Argonian so they have more usage from their underwater breathing, but also some alchemist who can manage enouth underwater breathing potions to explore said dungeon? Alternativly for enchanters who can just make item to breath underwater and be done with... For theme of ruins themself - the best option would propably be Dwemer themed ruins, because of option to make puzzles (considering there would be not a whole lot options for enemies wich would be any fair underwater...). As a reward there could maybe be something related to water, or just bigger treasures. Perhaps shout wich would work only in closed area and fill entire dungeon with water? So you could for example reach specific places, as well as force enemies to swim and therefore not be able to attack you? Third word would additionaly give you water breathing for the duration of shout, and if you have mod wich allow you to fight underwater - give you an advanage in battle? If we are making shout - why not make three ruins in that case? Each ruin containing one of the words for shout. That would be obviously a lot of work, but it would be interesting to have this kind of option. Obviously if shout is too much - artefact or something like that would be cool too. Especialy apreciated if mod was made for Oldrim wihout any DLC. Thanks for reading and have a nice day. :smile:
  16. So I had idea for simple cheat mod, wich makes time stop whenever you craft items, making it easier to craft as many things as you want while using potions. As alternative you could make it so whenever you craft something, X amount of seconds pass by so potions wouldn't give you infinite amount of craftings, but rather Y amount of boosted crafts you can perform. It could be anything from 0 seconds (so one potion gives you infinite potencial crafts) to any amount of seconds you feel like would take to craft potion/armor/weapon/enchanting. Whenever I'm crafting something I always fear that whenever I use potion I will always waste some of that precious time on finding enchantments I wanted to put on weapons, or to find exact ingredient/components for my desired potion/weapon/armor piece (this one you COULD fix by not holding all ingredients in your equipment, sure, but you can't do that with enchanting, because once you learn effect, you can't just get rid of it or temporary hide it so you can perform quicker actions). Thats why I think this mod idea could make it much less stressful. While yeah, it would make it much easier, sure, but only if you let it to never vanish. You could balance all potions based on crafting by limiting uses you get from it, maybe even make it so for specific crafting types it takes more seconds than for other types (it would make sense if it takes more time for you to craft say dagger than simple potion by mixing two or more ingredients). Taking seconds from boosting effects would be good for another reason: it would work with mods wich extend time for crafting potions. I'm curently using mod wich extend times for effects of crafting potions to five minutes. While this makes it much less stresfull, now you can try to fit as many boosted crafts as possible now in five minutes. I would be very thankfull to modder who takes this specific request. Hopefully this is possible to do.
  17. The point of this mod is to reduce the number of potions in the inventory and reduce the time spent managing the inventory. For example I have about half a dozen restore health potions which only vary by a couple of points. My solution would be to add an option to the alchemy interface that would allow potions in the inventory to be upgraded. Upgrading potions would require fewer ingredients than creating new ones and all potions in the same category would upgrade to the same level. If possible I would like the weird duel effect potions eliminated (I think I've got several that enhance barter and restore health), let potions have only one effect.
  18. So i did the Resto Loop glitch, and out of curiousity i went to see what happens if i casted Healing and Equilibrium, that caused my Health and Magicka to rank up to 17 billion points, i tried reloading to an older save, but the health and magic are still billions of points. Is there a way i can fix this, like go to a save editor?
  19. I have started playing skyrim again recently, but i have discovered that i cannot open crafting, enchanting or alchemy stations. i press he activate button, my camera moves a bit to the left, my character just stands there and i cant move for about 5 seconds. then i am able to move again, but i am stuck in third person until i open a different menu. i just got "fores new idles" newest update after finding this may be caused by having an out of date version, but it is still happening. help please. Also when i load up a different character/ older saved game i can open the menus fine.
  20. There are any mod that allow us to place all ingredients in a chest and then the Alchemy lab access it ? I want to fill a chest with ingretients and want that Alchemy Lab access is, not my own inventory. Do you know any ?
  21. Something that has bothered me since I first started playing TW3 is the potion refilling mechanic. I'd like to recraft the potions using the ingredients instead of just magically refilling them with alcohol I know about mods like Primer and Preparations, and they're great, but they add way too much that I don't particularly like. If someone wants to make this mod, that'd be great, but if anyone could point me in the right direction that'd be helpful too.
  22. OK, so i have played a few hundred hours of skyrim and i know that you can make fortify alchemy armor to make enchanting potions a few dozen times to make smithing potions that do over 1000% fortify smithing so you can make your weapons extremely powerful, BUT, it takes forever to do, the last time i did it it took me about 20 hours to get all the ingredients to make the potions and the souls and soul gems to enchant, i was hoping someone could just make some very high level armor for alchemy enchanting and smithing, something that does what takes 20 hours to do normally and have them fortify alchemy enchanting and smithing to like 1000%, if you can and are willing that would be awesome but if not i guess thats cool too, i understand either way
  23. Hi modders. I wanted to start fresh and clean NG+, dropped all stuff from my inventory, saved and started with standard gear and items. Schemes were refreshed, and Geralt had only standard default NG schemes. BUT! Alchemy recipes were still in my "book", though i wanted to refresh these recipes too. I was surprised, there is no such mod on Nexus and other sites. I think it won't be difficult to create this one
  24. Hello all, I really liked using Throwing Weapons Redux in the original Skyrim to role play as an alchemist with a spell in one hand and a potion grenade in another. It was fun having to manage resources for using a powerful-yet-finite source of damage. I also liked that it effectively weaponized a skill that was previously only complementary to combat, as the damage scaled off of the Alchemy skill. There was also an alchemy overhaul that added similar bombs to the Ordinator tree, but neither that mod nor Throwing Weapons have been transferred over. I extracted the BSA from the original mod and tried in Special Edition, but it churns out some weird graphical artifacts when thrown. Throwing Weapons Lite is alright, but its duel wielding can be very wonky. Is there any chance anyone could bring something like Redux into SE? What I would like to see: scales with Alchemy skillcrafted with a combination of mundane objects (wine bottle, torch, etc.) and alchemy ingredients (red mountain flower, fire salts, etc.)forces resource gathering/managing to produce non-retrievable ammo- high damage for high investmentPerhaps capable of being detonated outside of inventory (like Destructible Ammo in Fallout 4)Equipped potion grenade is displayed on the hip when sheathed
  25. I've had a bug in skyrim for a while, where my alchemy skillnumber is "NaN" (Not a Number"). Whereas I can see my skill as level 75 when I enter the perk tree, the skill seems to not have a value at all. The potions i make are extremely weak, as if I had level 1 alchemy. When I make a potion through the console command, the potions value is 1 (For instance: Potion of Paralyzis lasts for one second). I've tried player.modav, forceav, and setav commands, but without any results. I suspect it is a mod that have interfered with my alchemy skill, but I am not very wise withing this matter. Please help.
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