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Polycrates
Acolyte

Reged: 06/17/03
Posts: 195
House mods and alchemy rooms
      #2934044 - 08/15/04 10:42 PM

In response to some suggestions, I've decided to add an alchemy-type room to my house mod. Anyway, I've never actually used alchemy in the game (it all seems too much like hard work to me), so I have no idea whatsoever of what would be good in an alchemy room. Looking over house mods, it seems like the salient feature is lots of jars for every ingredient and a set of alchemist equipment, but is there anything else? I'm thinking more in terms of practical rather than aesthetic considerations. I'm pretty sure I heard something about fancy alchemy sorter scripts, or did I just make that up?
So anyway, it would be very much appreciated if you could tell me what you look for in an alchemy room, all suggestions very welcome.


On a semi-related note, are there any see-through glass jar models anywhere that anyone knows of?

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Djupsgaard - Hidden Halls 1.3

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Rolach
Diviner

Reged: 09/21/03
Posts: 4956
Loc: Here
Re: House mods and alchemy rooms [Re: Polycrates]
      #2934051 - 08/15/04 10:44 PM

Quote:

heard something about fancy alchemy sorter scripts,




Yes there are, and my house mod was the first to have them

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GOTY

If I'm not here I'm playing DragonRealms a text based MMRPG.

My little mod page (Thanks to ChaosBlade for hosting!)


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Ronin49
Disciple

Reged: 03/08/04
Posts: 1792
Loc: Canada
Re: House mods and alchemy rooms [Re: Polycrates]
      #2934086 - 08/15/04 10:56 PM

Polycrates -

There are several threads that may be helpful for some parts of this:



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"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.

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Rolach
Diviner

Reged: 09/21/03
Posts: 4956
Loc: Here
Re: House mods and alchemy rooms [Re: Ronin49]
      #2934096 - 08/15/04 10:59 PM

the first would be mine, wich is downloadible in the link in my signature


--------------------
GOTY

If I'm not here I'm playing DragonRealms a text based MMRPG.

My little mod page (Thanks to ChaosBlade for hosting!)


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Polycrates
Acolyte

Reged: 06/17/03
Posts: 195
Re: House mods and alchemy rooms [Re: Rolach]
      #2934121 - 08/15/04 11:08 PM

Hey thanks guys.

Rolach, that sounds like a fantastic thing to have. Would I be able to use the sorter script in my mod? I'll give you full credit, of course.

(And would I be right in my suspicion that it involves a whole separate bunch of code for every single possible ingredient, and lots of exciting tedium to modify them all individually for my own jars?)

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Djupsgaard - Hidden Halls 1.3

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DopeHatMan
Disciple

Reged: 06/20/03
Posts: 1579
Loc: Secret lair of Captain Obvious
Re: House mods and alchemy rooms [Re: Rolach]
      #2934145 - 08/15/04 11:22 PM

don't forget Uvirith Inside, the code I did for the alchemy desk there was used as a basis for many of the jar sorters that people use now... wouldn't that make UI the first to have it in a house?

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Uvirith Awakened Forums
Now with 50% More Lore!
Moderator on the MWS Forums
ihatedopehatman@yahoo.com

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Rolach
Diviner

Reged: 09/21/03
Posts: 4956
Loc: Here
Re: House mods and alchemy rooms [Re: DopeHatMan]
      #2934154 - 08/15/04 11:26 PM

I've never even heard of UI nor even downloaded it, so I couldn't have used it to base my sorter script on.


Yes you may use the scripts and yes you'll have to modify the IDs in the scripts to match the ones in your mod.

--------------------
GOTY

If I'm not here I'm playing DragonRealms a text based MMRPG.

My little mod page (Thanks to ChaosBlade for hosting!)


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kwshipman
Disciple

Reged: 03/16/04
Posts: 1543
Loc: Washington State
Re: House mods and alchemy rooms [Re: Rolach]
      #2934180 - 08/15/04 11:34 PM

and just to help you out with Rolach's scripts - look for the ring in the alchemy room! it is the key to making the whole thing work. without that nothing will happen. (I spent weeks trying to figure that out, untill rolach finnaly appeared and saved the day)



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Maker of Kahleigh's Retreat and Wallpapers and Loading Screens

kw's List of House Mods

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Rolach
Diviner

Reged: 09/21/03
Posts: 4956
Loc: Here
Re: House mods and alchemy rooms [Re: kwshipman]
      #2934203 - 08/15/04 11:44 PM

hehehe, just keeps people from outright stealing them.

--------------------
GOTY

If I'm not here I'm playing DragonRealms a text based MMRPG.

My little mod page (Thanks to ChaosBlade for hosting!)


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Polycrates
Acolyte

Reged: 06/17/03
Posts: 195
Re: House mods and alchemy rooms [Re: Rolach]
      #2941722 - 08/17/04 09:43 PM

Okay, I've fiiiiiiiiiiiinally fixed up the sorter script and got it all to work, after days of the script just refusing to execute and not knowing what's going on. The secret, for anyone else who's interested, is to make the alchemy jars PERSISTENT.
And being very careful with syntax for some reason.
So much work, but would have been ten times as much from scratch, so thanks heaps Rolach

And Rolach, can I ask what the 'do not remove' objects in all your jars are for?

--------------------
Djupsgaard - Hidden Halls 1.3

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kwshipman
Disciple

Reged: 03/16/04
Posts: 1543
Loc: Washington State
Re: House mods and alchemy rooms [Re: Polycrates]
      #2941767 - 08/17/04 09:59 PM

Quote:

Okay, I've fiiiiiiiiiiiinally fixed up the sorter script and got it all to work, after days of the script just refusing to execute and not knowing what's going on. The secret, for anyone else who's interested, is to make the alchemy jars PERSISTENT.
And being very careful with syntax for some reason.
So much work, but would have been ten times as much from scratch, so thanks heaps Rolach

And Rolach, can I ask what the 'do not remove' objects in all your jars are for?




lol, forgot to mention that when I told you about the rings. ALso, one problem that I had was that the stop script didnt' work properly. SO take some of the ingredients out and make sure that they stay in your inventory.

as for the "Do not remove" objects, I was wondering the same thing. I just kept them in my mod.

--------------------
Maker of Kahleigh's Retreat and Wallpapers and Loading Screens

kw's List of House Mods

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Polycrates
Acolyte

Reged: 06/17/03
Posts: 195
Re: House mods and alchemy rooms [Re: kwshipman]
      #2941815 - 08/17/04 10:19 PM

Quote:

lol, forgot to mention that when I told you about the rings. ALso, one problem that I had was that the stop script didnt' work properly. SO take some of the ingredients out and make sure that they stay in your inventory.

as for the "Do not remove" objects, I was wondering the same thing. I just kept them in my mod.




I changed the sortingstop script to make it set the alchemy global variable to 2 if it didn't find any ingredients in inventory.
I also changed the activator script (the one on the mouse in Rolach's mod) to startscript the main sorterscript (i made it a global as well, seemed better to me) as well as the sortingstop script, only when the 'sort' button is pressed. And when the global variable is 2, it stopscripts both scripts and sets the global variable back to 0. Works for me.
In Rolach's, as far as I can see, the stopsorting script is constantly executing, and it's a big global script.

My alchemy jars work fine (so far, touch wood) without anything in them, as does the alchemy desk in Uvirith Inside, I noticed, so I don't think it's necessary.

EDIT: changed some wording to make it a little less confusing, hopefully

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Djupsgaard - Hidden Halls 1.3

Edited by Polycrates (08/17/04 10:27 PM)

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