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  1. Has anyone ever dealt with this? I have this mod Subsistence Reborn and it distributes a script archetype MagicEffect to all foods. The MagicEffect then does EquipItem to consume a "hidden" potion. Scriptname aaaSubsistenceConsumePotion extends ActiveMagicEffect ;Properties Actor Property PlayerRef Auto Potion Property SubsistencePotion Auto ;Variables ;Functions function OnEffectStart(Actor akTarget, Actor akCaster) PlayerRef.EquipItem(SubsistencePotion, false, true) endFunction It generally works great, except that even long after the potion effect has waned, the potion effects sometimes "re appear" on cell change, combat start, etc. Certain random events. It happens maybe once every few hours, but it's often enough to be a bug. https://www.nexusmods.com/skyrimspecialedition/mods/137568?tab=bugs Things I've tried: - Looked at other mods that consume potions via script (Taunting Matters, Administer Potions to Friendly NPCs etc). They don't seem to have any of these issues. They also don't do any special "cleanup" after EquipItem. - Looked at mods like EnchantmentEquipFix but thats only for equipped ARMO. - I've considered adding an OnEffectFinish handler to Unequip the potion, but that would fire about the same time as the OnEffectStart since it's a Fire and Forget MagicEffect to call the script. Questions: - Could this be an engine bug? - Do I need to "Unequip" the potion after the effect duration? - Any other ideas?
  2. Some mod in mind to obtain less cartoonish potons flasks, something that resembles the pharmaceutical of yersteryear?
  3. I normally use the steam workshop for modding skyrim for ease of use, but when I heard of the potions replacer mod from Loverslab I knew I wanted to try it. Problem is, there are no instructions for installing the mod. I'm trying to use NMM as from what I have read it makes it easier. It recognizes the files but they don't show up in game. The only time the mod partially worked it caused potions bottles to either turn invisible or be textured solid blue, though I'm not sure how I got it to that stage and have been unable to replicate it. Anyone else know of this mod and how to install in properly? I'm tearing my damn hair out at this point!
  4. 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.
  5. Heya! I know about the disguise mods out there but they're either script heavy or too simple... So, how about an alchemy and illusion based mod that turns you into a random generated NPC of the faction or guild you want to infiltrate based on your alchemy skill. To add a twist to this, the potion should only transform you for a set amount of time based on the alchemy skill level. Obviously, the higher the level/created potion, the longer the potion lasts.. But it would only put you at a base level of acceptance. If you interacted with a "hostile" NPC they'd most likely ignore you or become annoyed with you and then turn hostile. That's where Illusion comes in, If the illusion skill is high enough they'll treat you with varying degrees of kindness, using the affection system. Eventually letting you recruit them or "borrow" their belongings or even send them in to fight against their own. At the very pinnacle of this mod the potions could give buffs on top of the disguise that are typical to that faction. Using the Thalmor as an example, you'd be more skilled using conjuration and magic spells. How easily you can be found out/accepted could be scaled depending on the faction, putting "highly advanced and intelligent" Races/Factions at a more difficult level to infiltrate, where as common Bandits would be easier to fool. - Essentially, creating a ranking-based factions and guilds difficulty level.
  6. Can somebody make this item? Used as torch, it shines like candlelight spell.
  7. Can somebody make this item? Used as torch. I'd appreciate it greatly
  8. Hi everyone, my idea would be to give a recipe to the player to craft a berserker potion. I know that potion under such name already exists which fortifies 2-H damage, but that isnt what I want. What I want is a potion which after consumed gives the player temporaly (nerfed since it would be a consumable and therefore usable multiple times a day) version of the racial ability of the orcs, THE BERSERKER'S RAGE!!! Such a potion would be frickin awesome, loosely based on history records in which norse warriors were recorded eating some shrooms ( in our case a potion) before battle which induced some sort of fit of rage in them during combat like being under a trance, and you could properly role-play a norse berserker in Skyrim. Ideally this potion and its recipe would be introduced to the player through a quest. Something along the lines of aiding a orc in trouble, which then leads you to the local stronghold where you help their shaman with some quests etc. untill you earn their trust when they share with you this awesome potion recipe? If you find this interesting and you are a modder, please think about creating this... If you know a modder, share this idea to him/her... THOUGHTS?
  9. Can anyone explain how the alchemy and enchantment systems work behind the scenes to make the game function? I really am interested in a mod that would let you customize the look and names of your crafted potions. Similar to the enchanting system, players could choose a bottle from a list of the ones in game, and supply a name. The three tiered structure of the enchanting menu would be nice in order to clean up clutter, too. I poured over the game's master .esm files, looking at the alchemy lab and enchanting table FURN entries and every file that uses them. The crafting systems are apparently not run as scripts via their objects/activators, but through a drop down list whose contents i cannot trace down. (Pictured below) i can't find any place this 'Bench Type' data is stored! Does anyone have any clues to where to go from here? P.S. This isn't my first mod; I've already made a mod adding some conjuration spells to bind working pickaxes and wood axes, as well as the spell tomes needed to learn them. I'm pretty familiar with hunting down and fixing mod entry conflicts, and I'm also a general programmer willing to make this happen if possible.
  10. I am attempting to make a simple alchohol overhaul mod for Fallout 4, and I'm having trouble getting a script to add a potion to the player's inventory after drinking another potion. The basic idea is that drinking a full bottle of bourbon, rum, vodka, moonshine, or whiskey all at once is a horrible idea, so I want to break the liquors into smaller units. Essentially, there would be a Bourbon 4/4, Bourbon 3/4, and so on. I want to add a bourbon 3/4 to the player inventory after drinking bourbon 4/4. The script below is not working. This script is attached to a magic effect that is added to each liquor. Can anyone tell a rookie where I'm going wrong? Scriptname AlchOverAddBourbon34 extends activemagiceffect Potion Property Bourbon34 auto const Function AddBourbon34() Game.GetPlayer().AddItem(Bourbon34, 1) Endfunction
  11. Hi guys, Been trying to use a custom potion (craftable at Chems bench) to trigger a scripted Magic Effect. While it works, it will only work like 5 or 6 times in a row, then I get the "You cannot do that now" message which prevents me to use it again for a few minutes, and than it'll work again. Just to be sure, I removed all conditions from my scripted effect, same result. Is there a cool down effect on all potion? Or is there some settings I should use to prevent that? Thanks in advance to any of you willing to share their experience!.. :) Cheers!
  12. 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!
  13. Hi, i am new on this forum and i apologize if this question was asked before in another thread, cause i couldn't find anything yet. I want to make my game as immersive and "realistic" as possible, so i downloaded around 50 mods that work together just fine, except for realistic needs and diseases version 2.0 and the immersive potions mod. I like them both a lot, but when i turn on the potion mod, it overwrites the inebriation and decrease thirst effect of some alcoholic beverages and replaces the increase speed and drain stamina effect from skooma with the boring vanilla (restore stamina) effect. I tried other potion mods as well, but they all seem to have the same issue. Has anyone got a clue how to fix this or are they compatible at all? I would like to have potion effects over time without affecting food category items.
  14. Hi guys I've searched for this special topic and haven't really found what I was looking for, so if I missed this, I'm really sorry. But what got in my mind is s.o. to create a potion which allows you have potions with an effect of 1000% or even more. At the moment it's the way I need to make an alchemy potion , after this an enchant potion after this, create clothing with alchemy enchant or other effects (e.g. smithing) , and do this again and again to get more percentage. If I could have a potion, I could buy for example in whiterrun which gives me 1000% enchant, it would save me hours. Already thank you
  15. Hello everyone. My benefactor perk is not giving my characters the additional 25% percent bonus to alchemy. I've used console commands, tested on both my current lvl 51 and a fresh new character, and have tried making the skill legendary. My potions remain the same with/without the Benefactor perk. CPU: AMD FX 8150 Overclocked to 4.3 Ghz GPU: HD 7970 3GB Stock 1Ghz RAM: 16 GB HDD: 1 TB WD Black (380 of 931 GB free) OS: Windows 7 64-Bit Game is installed on hard drive and not on my boot drive (SSD). Have the latest version of Skyrim along with all the DLCs and the High Res Pack. I use NMM 0.55.8 to install my mods. I run the latest SKSE beta build (1.7.3) due to mod requirement. I also use LOOT to sort my plugins. Here's my mod loadout: GameMode=Skyrim Skyrim.esm=1Update.esm=1Unofficial Skyrim Patch.esp=1Dawnguard.esm=1Unofficial Dawnguard Patch.esp=1HearthFires.esm=1Unofficial Hearthfire Patch.esp=1Dragonborn.esm=1Unofficial Dragonborn Patch.esp=1Skyrim Project Optimization - Full Version.esm=1ClimatesOfTamriel.esm=1HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1Unofficial High Resolution Patch.esp=1SkyUI.esp=1iHUD.esp=1AHZmoreHUD.esp=1RaceMenu.esp=1RaceMenuPlugin.esp=1WetandCold.esp=1WetandCold - Ashes.esp=1ClimatesOfTamriel-Dragonborn-Patch.esp=1Headbomb's Better Sorting - Books.esp=1Headbomb's Better Sorting - Ingredients.esp=1Headbomb's Better Sorting - Potions (Normal Weight).esp=1Headbomb's Better Sorting - Food (Normal Weight).esp=1Headbomb's Better Sorting - Spells.esp=1Beards.esp=1Dragon Combat Overhaul.esp=1Rebirth Monster.esp=1mintylightningmod.esp=1MintyLightningMod_COT_Patch.esp=1Reduced Distance NPC Greetings.esp=1dD - Realistic Ragdoll Force - Realistic.esp=1When Vampires Attack.esp=1Immersive detection of NPC.esp=1dD-No Spinning Death Animation Merged.esp=1The Dance of Death - Ultimate Edition.esp=1Thundering Shouts.esp=1Hothtrooper44_Armor_Ecksstra.esp=1FCO - Follower Commentary Overhaul.esp=1ABT - Bolts Renamed for BS and CCO.esp=1ABT - Faster Arrows Improved +100%.esp=1ABT - Faster Bolts Improved +100%.esp=1AOS.esp=1Guard Dialogue Overhaul.esp=1Immersive Sounds - Compendium.esp=1Headbomb's Better Sorting - Miscellaneous.esp=1Headbomb's Better Sorting - Soul Gems (PseudoVanilla).esp=1DeadlySpellImpacts.esp=1dD - Enhanced Blood Main.esp=1dD-Dragonborn-Dawnguard-EBT Patch.esp=1AOS2_EBT Patch.esp=1AOS2_WetandCold Patch.esp=1AOS2_DSI Patch.esp=1CoT-WeatherPatch.esp=1AOS2_CoTWP Patch.esp=1ClimatesOfTamriel-Dawnguard-Patch.esp=1TrueStorms.esp=1AOS2_TrueStorms Patch.esp=1ISCompendium AOS Patch.esp=1ISCompendium Enhanced Blood Patch.esp=1immersive roads.esp=1Realistic Lighting Overhaul - Major City Exteriors.esp=1SkyFalls + SkyMills.esp=1Realistic Lighting Overhaul - Dungeons.esp=1aMidianBorn_ContentAddon.esp=1Immersive Weapons.esp=1ABT - Progressive Damage (BS and CCO).esp=1Headbomb's Better Sorting - Ammo.esp=1Realistic Lighting Overhaul - Major City Interiors.esp=1WATER DG + DB.esp=1Hothtrooper44_ArmorCompilation.esp=1Run For Your Lives.esp=1SMIM-Merged-All.esp=1Immersive Patrols II.esp=1WATER Plants.esp=1Immersive Music Temples.esp=1Dragon Soul Relinquishment.esp=1Immersive Music.esp=1Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp=1Realistic Lighting Overhaul - Dawnguard Interiors.esp=1TrueStorms-CoT-WeatherPatch.esp=1Supreme Storms - Cot Version.esp=1AMB Glass Variants Lore.esp=1Differently Ebony.esp=1aMidianborn_Skyforge_Weapons.esp=1AOS2_GDO Patch.esp=1Better Dynamic Snow.esp=1GrassOnSteroids_NaturalEdition_Vanilla.esp=1CoT-WeatherPatch_DB.esp=1CoT-WeatherPatch_Snow-40.esp=1CoT-WeatherPatch_SupStorms.esp=1TrueStorms-SupremeStorms-CoT.esp=1AOS2_SupremeStorms_CoTWP Patch.esp=1CoT-WeatherPatch_NL4.esp=1 I've done a few searches for any issues related to this perk, alchemy, and perks in general. I've noticed that there are other reported cases for perks not working. Unfortunately, any Google searches about Benefactor perk bugs tend to display the "Restoration potion glitch", which is completely unrelated and not something I want to do anyway. xD Just want to get my perk to work.
  16. Hello there! I am the mod author of Better Combat Evolved 2.0, and I have run into a bit of a situation. There is currently a HUGE bug with my mod, that being the Potion of Clearance (respec potion) does not refund the 18 skill points required to use additional "basic" skills which I've allowed Geralt to know at level 1. My scripting knowledge is very limited, so I need some help. What I aim to accomplish is modifying the potion of clearance to refund all skills EXCEPT ranks 1 of the following: Whir, Rend, Arrow Deflection, All 10 general perks, and all 5 alternate signs. Any help and/or tips for accomplishing this would be greatly appreciated! - Chicken
  17. With the amount of potions that the Dragonborn and other NPCs gulp down, they'd all be in danger of over-hydrating, not to mention frequent toilet breaks. But jokes aside, I think it's strange that the potions in Skyrim are so massive; the largest of which being nearly 4 Litres (1 Gallon) in size. There are already mods out there that change the potion weight, but I was hoping for a mod that either changes the scale (and even the proportion) of existing potions to be more test tube or vial like, or even a replacement mesh (and texture) to make potions into literal vials. For the minor potions, I'd almost expect them to fit on a necklace like shown in the image. Some things may need to be taken into account, like the placement of potions in game. But if new meshes are being made, perhaps there's a way to "align" or "position" the mesh so that the base of the new bottle is in line with the old, and the bottles are simple shorter and skinnier. Thankfully, things like Skooma bottles, and the other drinks found in Solstheim are of the right scale. TL;DR: Potions in Skyrim are massive, I want them to all be scaled smaller, or to even have their meshes (and textures) replaced to something more "vial" like.
  18. So I've been trying to make a haste/hyper potion that will increase movement and attack speed for a short duration. So far it works as expected, but I noticed I can just keep using the potion, adding the magnitude of its effect over and over until my character is blazing across Skyrim like a bullet, lol I've ticked the 'No Recast' flag in the creation kit, which is explained on the website: "Once the magic effect is applied to a target, it cannot be cast again on the same target until it has worn off or been dispelled." However, I am still able to use the potion as many times as I want. Is this a creation kit bug or am I missing something?
  19. I'm looking to create a script that automatically change's items' weight when picked up, based on the class of item. I'm planning to use Event OnItemAdded and a few if statements, but I don't know syntax for how to check if the item is armor / a weapon / food / misc / etc, and I don't know what syntax to change the item's weight. I've looked through what documentation I can find on papyrus and skse, but nothing seems to apply to item properties. I just keep seeing things on doing things manually in the creation kit, which obviously doesn't work for modded items etc. Sorry if this is a dumb question, I'm a total novice to papyrus and skse. :tongue: Thanks!
  20. I'm very new to modding and have only played around with creating very simple mods such as NPCs, etc. My question is how can I change what happens when you drink a certain potion? More specifically, how can I make a potion addicting, and add a visual effect to the HUD? Any help would be appreciated!
  21. Hi, I've been working on adding standalone sorts of food and potions, but I couldn't find a way to change the description of a potion of food. I checked the CK wiki tutorial and googled a lot, yet none tells me how to change the descriptions of items in Potion Category. Does anyone knows? Also I have problems tweaking the damage of cloak spells and Wall spells( Flame cloak, Frost cloak, Wall of flames, Wall of Frost...etc) The effects of certain spells seemed to work differently from other spells. I checked their effects in Magic Effect category and found the damage value seemed to be always 50 by wall spells ( and 8 by Cloak spells)
  22. So, I recently reinstalled Oblivion,and have been trying to crack open Basic Primary Needs and modify the vampirism. In Basic needs, some extra features for vampires are added, such as the ability to have canteens full of blood. The problem is that, while the Blood Canteens fulfill Basic Needs' blood meter, they do not change your vampirism stage. When I drink a canteen as a stage 2 or above vampire, I do not revert back to stage 1, I stay my current stage. I wanted to make a mod that would add an effect to the canteens such that I would revert to level 1 when I drank. I tried this script: Begin ScriptEffectBegin player.HasVampireFed = 1 End But it did not work. I confirmed that the script was being called, but it did not revert my vampirism. Can anyone help me out with this?
  23. Was hoping someone could make an auto potion use system in the same vien of --Pip-Boy Intigrated Medical Package-- from fo3. Have seen some that just auto use options without giving ability to chose which ones to use. they also sometimes won't detect made potions instead using only bought or found potions.
  24. I would like to be able to create potions with more then 3 ingredients in it. So instead of the normal "Ingredient, Ingredient, Optional" I would like it to have 2 or 3 optionals. This would allow for better and less tedious Healing (1 potion with all 3 healing effects) of more potent poisons (Weakness to multiple effects, or drain Health, Stamina and Magicka and the like). Is this even possible, or has is already been done? If so, please tell me, I can't seem to find it anywhere and I can't imagine no-one ever requested it before. With regards, Tealas
  25. Hi, I'm looking for mod (or just a way how to do it ) that will change the way of using potions. In vanilla Skyrim (and in every mod that i found) effect of potion work immediately or like restoration potion: through some amount of time. My point is, to make potions that fortify some value (skill, resistance, health, etc.) work after some time. For example: I know that in some place there will be really hard fight with few mages and/or dragon, so I drink potion that gives 40 % resistance to fire. But still I need to wait hour or few, to reach maximum level of that. It's all because of overpowered alchemy in Skyrim (even with mods and legendary level). You can just drink potion directly before the battle and become unstoppable. I know that there are some mods that play animation when you use potion, but the effect of potion is still immediately. I need something that works after hour or few. It is possible to add this constant (or variable) delay to potions ? Thanks for Your Ideas. I spend couple of days to find something suitable and I didn't find.
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