#Alchemistry (WIP)

1 messages · Page 1 of 1 (latest)

tropic elbow
#

Overrides alchemy window with custom Lua-written one and changes bunch of other alchemy related things. I've been working for some time on this mod and the key features are mostly done, so I guess I can create a topic here, although it is still work-in-progress.
The detailed description and pictures at the link: https://github.com/Kromgart/omw_alchemistry (sorry, discord hates me and uploads my images completely blank)
Let me know what you think.

GitHub

A mod for OpenMW with alternate alchemy mechanics. Contribute to Kromgart/omw_alchemistry development by creating an account on GitHub.

dull citrus
#

Interesting that's it's even possible to replace the alchemy tab 😮

soft osprey
#

Won't it be better to wait for magic effect in lua than override all the game mechanics?

#

(because it's the only missing part)

tropic elbow
#

But they are in lua

dull citrus
#

Nice UI changes there. I'm wondering about compatibility. Do you cover ingredients handled by other mods automatically or do they have to added manually?

soft osprey
tropic elbow
dull citrus
#

Since you are doing so much, I guess that it would be a good opportunity to rebalance how magnitudes and durations are calculated for various effects.

soft osprey
dull citrus
tropic elbow
# soft osprey I mean Magic effect create record

Not sure what you mean. The records for new potions are created in lua, by calling the types.Potion.createRecordDraft(...) and so on. That function bugs out in currend 0.50 build if you feed it a lua table that specifies the effect, but there is a MR (still waiting in MR limbo) that make this work. When this gets merged, the mod will work with official build. If that MR gets rejected, then I'll wait for a different implementation and will update the mod (the record potion creation is the only missing bit). But surely someday it will be added caius

tropic elbow
dull citrus
tropic elbow
#

Ingredients would still have some 'effects', and combining them in a certain way you create new 'potion' items. Frankly, even with vanilla hardcoded effect types there is a ton of cool stuff that could be made

soft osprey
tropic elbow
soft osprey
#

Probably i misunderstood how work your mod.

tropic elbow
# soft osprey Probably i misunderstood how work your mod.

You can see that in the https://github.com/Kromgart/omw_alchemistry/blob/master/00_Core/scripts/alchemistry/global.lua
The function getPotionRecord does not work in the current official builds, because it will fail on call

local recordDraft = types.Potion.createRecordDraft(draftTable)

because the potion record draft "effects" field has a lua table assigned. This is not allowed in the official build (yet). But a person made a patch for the engine (8 month ago) that parses that lua table of "customized effects" and creates the proper magicEffectWithParams from the table, and everything proceeds smoothly!

soft osprey
#

Anyway nevermind

night roost
#

Idfk how to even describe it but that’s what I did for cooking, instead of using vanilla alchemy spell effects for ingredients though I chose my own but you could easily use vanilla ones instead

tropic elbow
night roost
#

Yeah you have to do it all ahead of time which is cursed yagrwut but it would allow you to balance durations and magnitudes as you see fit

lusty belfry
#

Looks exciting! I was just thinking how we could really use a lua-based alchemy system that rebalances stuff to make it less broken.

#

Any specific plans to change the potion-making formula? Stuff like making the potion's magnitude and value scale with ingredients value or such

tropic elbow
# lusty belfry Any specific plans to change the potion-making formula? Stuff like making the po...

I was planning something like that. Ingredient effects could have something like 'intensity' and 'duration' tiers, and there could be accounted in the formulas which calculate the final effect. Or another one: adding more ingredients with the same effect type will increase the potion power (and give more xp, but be more difficult at low skill levels). Or randomising ingredient effects on new game start.
But right now I'm starting a new run on this mod without these extra changes, I wanna play it already and find and fix any remaining issues before adding more stuff. I've been working on it for about a month and haven't played the game.

dull citrus
#

effect-specific restrictions/modifiers on magnitude and duration...

#

nobody wants 80 pts Light or sth

tropic elbow
lusty belfry
lusty belfry
dull citrus
#

probably

#

or at least some common "groups"

#

in Vanilla alchemy is utterly broken. With mods it's sort of broken but it's very hard to balance everything by using the same formula for all the effects

harsh crypt
#

Mod looks really great! One thing you could think about are rare "alchemy treaties" that teach the effects/an effect of a particular group of ingredients. After all it's a science one can learn in books
But that's just a suggestion 🙂

tropic elbow
# harsh crypt Mod looks really great! One thing you could think about are rare "alchemy treati...

Thanks for the interest! I was thinking of generating 2 types of those:

  1. big expensive compendiums for either flora/fauna of a specific geographic region, or broadly available ingredient type (gems, minerals). These should cost A LOT, but will teach you all properties of corresponding ingredients.
  2. smaller and cheaper "alchemist notes" sold by alchemy vendors. Based on ingredients that they usually sell. And not guaranteed to teach 100% of effects.
    I'm currently playing/testing the mod together with randomized ingredient effects, and (as expected) it is just not practical to do your own tests for rare expensive stuff (like gems). Although I guess in the base game such things were often also "vendor-food".
harsh crypt