Jump to content
darkside

Complete Alchemy and Cooking Overhaul (by kryptopyr)

Recommended Posts

Oh man, this looks amazing.

 

But I think I'll wait to install. I just installed a new game, for one, and I want to keep it stable this time.

 

I'm also gonna wait until some patches for Hunterborn, Ordinator, iNeed, and possibly Frostfall come out.

Edited by sheershaw

Share this post


Link to post
Share on other sites

From the mod's description:
 

All food items are fully integrated for compatibility with iNeed, and recipes that require water will recognize iNeed's waterskins.

  • Upvote 1

Share this post


Link to post
Share on other sites

Ah man, looks fantastic. I'm pumped to try this out, that said I do have questions about it. It seems like you can disable Harvest Overhaul when using this but it doesn't include all of its options, I like the choice of changing around the little sacks of gold. You can make them seem more worthwhile with the options you get. I'm also curious as to what's added to the Hearthfire planters, I use this.

(What is up with linking text? I had to make a new line just to escape everything being highlighted and linked. Pressing the unlink icon after making a space unlinks everything, what the Hell?). Kryptopyr didn't mention what was added to the planters so I hesitate using this mod to replace the one I'm currently using.

 

Overall this looks awesome though and those are my only complaints/questions.

Share this post


Link to post
Share on other sites

I am not sure I am ready for this :woot:

 

Little worried about Hunterborn too, btw. Also, 101bugs is history I guess.

Edited by Octopuss

Share this post


Link to post
Share on other sites

does anyone know of this mod plays well with Ordinator perks of skyrim?

Quoting EnaiSiaion :

 

 

Just let it overwrite Ordinator. They won't be covered by the respec feature but MAY be covered by Dragonborn respecs if he did his homework.

You CAN nab any Ordinator perks you want and you'll keep them after replacing the tree, but who knows about balance.

 

Edited by Ocean

Share this post


Link to post
Share on other sites

I'm looking into this. I'll most likely be advocating it for STEP...most likely Extended. Core would be a bit of a stretch for this one due to all that it does.

 

So far it would most likely replace:

  • 101Bugs
  • PondFish and Salmon Replacer (not 100% positive on this one)

 

I'm still reading the description, but wanted to post my thoughts. An overhaul to the alchemy system is something we've been waiting for, for a very long time and this sounds like it's the one. Any compatibility issues with STEP would be handled by the STEP Patches, of course, though I don't see any issues thus far. I'll know more once I dig in a bit deeper.

Share this post


Link to post
Share on other sites

Thanks guys!

 

CACO won't replace PondFish and Salmon Replacer.  It will overwrite the River Betty, but none of the other fish.  I'm thinking about giving the vanilla fish a makeover to something more in-line with the other CACO fish, but right now that's pretty low on my list of priorities.

  • Upvote 2

Share this post


Link to post
Share on other sites

Thanks for the info!

 

This looks like it also replaces Clams Drop Pearls mod. This mod was integrated into the STEP Patches a long time ago, but if this is added, it looks like we can drop that from the Patches. The harvest overhaul integration is a welcomed addition. I've tried to get it into STEP before, but since the alchemy was so unbalanced, the extra ingredients made alchemy too easy and overpowered. I'm glad to see this integrated because picking a Red Mountain Flower and only receiving one flower from an entire bush irritates the crap out of my logically-geared brain!

 

I'll be installing this on my Mage playthrough to give it a whirl.

 

If a daedric dagger is equipped, then spriggan sap can be harvested from spriggans in addition to their other ingredients (a particular quest-related dagger also works).

 

Would the name of this dagger be:

 

 

Nettlebane?

 

 

If so, that would be great, because that particular dagger is basically useless after that quest. Would one simple need to have the dagger on them or does one have to use it to kill the spriggan to harvest the sap?

 

Also, how well does this play with Hearthfire Extended? This mod is being looked into for STEP inclusion as well.

Share this post


Link to post
Share on other sites

Would the name of this dagger be:

 

 

Nettlebane?

 

 

If so, that would be great, because that particular dagger is basically useless after that quest. Would one simple need to have the dagger on them or does one have to use it to kill the spriggan to harvest the sap?

Yep, that's it.  :)   You don't have to kill the spriggan with the dagger, but I think you need to equip it when you loot them.  If I remember correctly, I think I decided to treat this feature the same way the vanilla game treats harvesting Dragon Heartscales.

 

I haven't had a chance to look into Hearthfire Extended.  I know I have that mod bookmarked and thought it looked really interesting.  At some point, I'll take a closer look.

  • Upvote 1

Share this post


Link to post
Share on other sites

Marked for Testing.

 

Since I'll be installing this to play around with it, I might as well mark it for testing.

Share this post


Link to post
Share on other sites

From a STEP perspective there are 3 areas up for debate with this mod that I gathered from the description:

  •     Bombs
  •     Potion Stacking
  •     Needs

 

Bombs

This one is up for debate due to the lore. I haven't played much of the other Elder Scroll games so I don't know if explosives are a thing in Elder Scrolls lore. I do know that I can't recall anywhere in Skyrim where any type of explosive is used which isn't by the use of magics. I'll break it down individually for the time being.

Incendiary Bombs are beleiveable without any lore to back them up. One would simply need to know the chemical reaction (alchemy) between certain elements to create such a weapon. Many of our own real-world elements will react in such a way to cause an explosion.

Frost and Shock Bombs are harder to explain. There would need to be a basis of ingredients that would react in a way to create such effects. Whether or not these exist in Skyrim, I'm not sure, but I could see combining Ice Wrath Teeth with an explosion element might produce a frost-like explosion. The only other way, I can think of, that these would be able to be produced is via a magical means which is not what alchemy is in the Elder Scrolls world.

So these bombs come into question in regards to STEP. Should they be turned off for STEP purposes? This is up for debate.

 

Potion Stacking

In the vanilla game potion effects do stack; however, this mod has this disabled by default with the ability to turn the stacking back on. For STEP, I feel this effect should be enabled and potions allowed to stack. My reasons are the same reasons that the alcohol effects from this mod stack. This is the way things really work and this mod has included a lot of realism without that being the sole intention.

When you consume alcohol, the more you drink the more drunk you become and the longer your recovering is likely to be (and the worse hangover you'll have!). Medicines work in the same way and what is a potion other then the game's version of a form of medicine? Medicines stack in your body and I feel that potions should as well. Taking a health potion should simply increase the duration of it's effect. To counter this, a system could be added that you become "poisoned" by consuming too many potions within a certain amount of time. This is the same way medicines work. Sleeping pills are beneficial to some, but take too many and you just might not wake up! There is already a mod that does this, but I can't recall the name of it.

So, this is up for debate as well, but I feel potions should be allowed to stack.

 

Needs

This one really isn't any issue for STEP. I simply wanted to include it to say I believe this feature should be left up to the individual and that STEP would most likely not have an recommendation on it due to the feature being subjective to play styles and really nothing else.

 

EDIT:

Updated OP with boilerplate and Mod Testing notes.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 83 - based on 4.1.3g
      Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files.
      (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.)
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Use this if a mod manager with a virtual file system (like MO) is used.
      Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm
      TES5-Terrain-Tamriel-Extend.esm, SSE-Terrain-Tamriel-Extend.esm - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By Lili_Cakez
      So I've noticed that rain drops appear black when falling over certain terrain backgrounds. From my own research, I can see that this is somewhat common, and people have said to install weather mods to fix this. The only thing is that I am using Snapdragon ENB, and the author says its incompatible with other weather mods. Is there a way to prevent the rain from looking black without installing other weather mods? I love this ENB, so I am hoping I wont have to find another one. I also don't want to just entirely disable rain in ENB.

    • By Darklustre
      So I'm playing the College of Winterhold quests, that I've played before just fine. For some reason the NPCs aren't initiating their dialogue, Tolfdir isn't leading the way through Saarthal, and I can't get the quest started. Once he goes in Saarthal, no one follows. I'm using ICOW, AFT and Interesting NPCs. I've used these all before with no trouble. I don't know what the problem is now.

      What is it called when this happens because I'm not getting good search engine hits with what I put in my title. Thanks.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.