Here is a little something to give you a reason to pick all those flowers and fungi. This places a Skyrim alchemy table in each of the Mage Guild halls. Nothing fancy, just figured it would help us experiment with the new ingredients.
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A list of alchemists in Morrowind:
http://www.uesp.net/wiki/Morrowind:Alchemist
In case we want enchanting tables next to these guys, as well.
(If you don't have time/are busy with more important tasks, don't sweat it; I'm not trying to be pushy, just helpful. :) )
One of the biggest challenges I found was floor space. Morrowind uses some really cramped rooms compared to Skyrim. That is why you will find some of the guilds using little tables instead of the default larger ones.
As for more tables, I was hesitant to even offer this. I don't know what the plans are for this mod in the way of "upgrading" some skills to Skyrim's. For example, I have another little mod with all the blacksmith items in Balmora and Ald'ruhn. But technically this gear isn't "Morrowind" gear. So I don't know if it should be packaged into Skywind. And since we don't know the details of future games, it is possible that the developers could go back to portable alchemy sets again. Which would mean someone has to strip all this gear out of the next version.
I'm really hoping for a portable equipment, maybe using some SKSE calls. So I'll wait on adding alchemy and enchanting tables to Skywind.
Don't forget we have alchemy apparatuses and other stuff placed in Skywind.
Its still cool to have them around right now even if it is temporary. I've been messing with them a lot, same with the merchants. Great stuff man thanks! If you wanted to throw the crafting places up I would be into it.
Seems to be the way to do portable alchemy:
hide a bench somewhere in a dummy cell, activate it by script when you activate your calcinator, ...
http://forums.bethsoft.com/topic/1423345-advice-requested-ma...
I'll cook (pun intended) something up tonight if I have the time.
PS: example of portable alchemy mod http://skyrim.nexusmods.com/mods/33822/?
http://skyrim.nexusmods.com/mods/9881//?
just need to find something more elegant than dropping your stuff to activate it...
What about having it be a power like some of the other effects. you activate the power and it does it and depending on what type equipment you have would dictate a possible alchemy buff kind of simulating diff grades idk just an idea.
It's possible to have an alchemy lab in Oblivion by use of scripts so I think portable apparatus is somehow possible. Though, one TG quest requires you to steal a retort.
I suspect portable alchemy units have gone the way of Repair Prongs and Master Probes. They are basically expensive clutter. Not sure what to do with plain paper either. Skyrim doesn't have a scroll making component. I know there are mods that now do this. So should something similar be looked into?
Could you make the probes/tongs be a consumable that gives you the respective lock pick/smith perk or buff depending on what types they are?
Not me. I have no clue how to do something like that. I've seen a mod that allows you to repair your gear. Not sure if that consumes hammers and/or gives you a percentage on your smithing skill.
If we are not going to implement item condition and repaire, at least hammers can be used as a consumables for crafting. 2-3 hammers to create a very basic item, 50 to create a top item, etc. At least it will give some meaning to repair equipment in Skywind.
Yeah something like that would be cool. I was thinking more simple, you eat it you could say it is "equipping" it rather, and it is just different degrees of smithing buff, like a potion. Same with maybe the different probes could be lock pick buff or a combo of lock pick/sneak buff for higher degree probes. Sort of like magazines were in fallout new vegas.
It would be cool to be like ok I have to sneak all the way past these guards, pick the master lock, retrieve the Mask of Bisquick, then sneak back out.. better get ready so you equip the master probe that boosts your sneak and lock pick for a time and then your off! Ok I'm done :)
I don't think we're working on repair and hammer consumption yet... We can have a look at what's been done in some mods on this topic. There's some heavy thinking to do..
Also, I have tested using the calcinator to open alchemy menu. It works but I have to create new calcinator activator records. Also, I can not activate from the inventory (don't know how to do that) so I have to drop to the ground. I will resume experiments next week.
Sounds tricky but like you're getting it figured out. I've been running around this great world you guys are making possible and it's amazing. Granted there isn't a whole lot to do just yet other then exploring, taking in the views and I talk to people to get the story and what have you. So anyway to entertain myself I have been picking every lock I see. A quick question and it is pointless I'm sure but it hit me and I thought I would ask. Is it possible to change the rectangular lock pick background mesh? If so would it then be feasible to have corresponding backgrounds to the lock your picking? A certain style for a type of door/chest ect..
Can you check if something like this already exists for Skyrim ? If so we can certainly provide a skywind version, otherwise it might be a lot of work and low priority.
For sure I'll check around, I was just curious really. I know it's not a priority by any means :) All I have found so far are just texture changes to the existing mesh. I wonder if it is even possible to change it at all let alone depending on the door. I'll keep my eyes open for anything.
Well, if we do figure out a way to make an old school Morrowing Alchemy(making it portable) then, perhaps the alchemy tables can still be added, but tweaked a bit to give it the power of a full apprentice alchemy set.
Plus the tables do add a bit of style to magic shops, alchemy shops, etc.
Also, keep in mind, there is quite a bit left to do before we start worrying about revamping the alchemy stuff.
For the Enchanting tables is it possible to have the Morrowind guild enchanter npcs activate an enchanter in an isolated cell when the player asks for an enchantment? Enchanting tables could still be added also, but it would be great if we could incorporate that aspect from Morrowind as well.
As far as the alchemy labs. would it be possible to have maybe both options in? keep the labs and have the portables? that is of course if the lab placements don't mess up the atmosphere or make things too cluttered.
^
Yes, we actually discussed that in chat before, but more important matters came up, and it was forgotten lol. From what I recall, we have a few choices. Choice 1 was to make the alchemy tables summonable.
Choice number 2, well we found out that you cannot make a script to use misc items. None of the misc items in Skyrim are usable(except soul gems and torches), so we could turn the alchemy tools into armors, lols. Unless someone can think of a usable misc item.
I actually thought of suggesting that we just use MGM, and bind alchemy to a key, kinda like Frost fall's menu or something.
this mod makes portable alchemy. http://skyrim.nexusmods.com/mods/27153/?
should i ask the author of the mod for permission to use it?
if we bind to a key, we would have to test that the PC has some equipment. No equipment, no menu.
Since we don't have portable alchemy tools yet (don't even have the graphics for the items yet), here is an updated version of my mod. This was just cleaned up in Tes5Edit to make sure location references and the like are clean. Same as the enchant table mod.
I've added my package for the Imperial Cult locations as well. I don't think I ever posted that here before.