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[WIP]: Buyable Alchemy Sorter
      #2654079 - 06/03/04 01:15 PM

It was suggested in another thread that a standalone Alchemy sorter would be a good thing to have. Something which was indepedent of any House mod, and could be bought by the PC and taken home to wherever the Player wishes to "set up shop". Since I have already completed sorting and placement scripts for other people's mods (CanadianIce's Hideaway, and Monica21's Shield Placer), I have most of what would be needed to do this already finished.

This idea started off as a modder's resource, but it was brought to my attention that a standalone version would be preferred. IF this works, we won't have to get an "end mod maker" anymore, and the whole thing can be handled by a merchant.

To make the whole shebang buyable, here's what I propose.

1) One merchant will be added who will sell the sorter devices and the jars. The Player will be responsible for buying any jars he wants, but will not need to buy all of them if he does not wish to - or cannot afford to.

2) The PC can then take the "dummy" Miscellaneeous Item Jars and Sorter home and place them. When activated, there will be a pop-up menu asking the player if he wants to move the jar or lock it in place. Once locked, the Item will be swapped out for the real jar or sorter and cannot be moved thereafter.

3) Thanks to HotFusion's idea, the sorter script will only sort for those items whose jars are locked in place.

4) I'll do one version with support for Sri's and one without, to save those without the mod from running unnecessary code, thus hopefully saving them a bit of processing time. (Being on a slow machine myself, I have mercy for those similarly handicapped).

I think this is the best deal I can offer. Obviously, the Player will still have to find his own lab space (shelves, etc.)

Now a couple of ideas before this gets locked in.

1) I think that something portable like an "Alchemist's Staff" or "Alchemist's Ring" as a sorter would be impractical, simply because if the PC tried to activate it from a different cell from the jars - particularly if 72 game hours had passed since last being near the jars - Bad Things (tm) are guaranteed to happen. So the sorter must be something that will not move, once placed.

2) I'm considering using a Dwemer Spider Centurion as the most credible creature for this sort of task. So that's what I will use for the dialogue driven version of the sorter, unless someone has a better suggestion. They are small and manoeuverable, and would handle the work efficiently. But, as I say, I'm open to alternatives.

3) I'm also open to suggestions on what form the MessageBox driven device should take, for those who prefer that interface. I would like to avoid a large piece of furniture (shelves, desk, etc.) in order to make this as easy for the Player to set up as possible. What would you guys like? A chest? A skull? Lady E's "Eye" wall hanging? Something else? Suggestions are welcome.

4) There are several excellent sets of Alchemy jar nifs and textures out there. Standard practice up to now has been to provide one uniform set. What set is the popular favourite? My own idea is to "mix and match" using the small jars with picture labels for plant based ingredients, the big blue ones with text labels for animal parts, and something else for minerals. This is all, of course, provided I can get permission from the artists. Opinions?

Anyway, feedback on the above ideas is welcome to help determine the final form, before I begin cobbling the bits together.

HotFusion, I know you are busy on your amazing project (which I am avidly following), but I may take you up on the extra pair of hands offer, once I get the basics of buying, placing, and modularity down (as I said, I already have the actual sorting part done, so that's the easy part now). Thank you kindly for the offer.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2654088 - 06/03/04 01:19 PM

Sounds like a great idea!

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VagabondAngel
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2654112 - 06/03/04 01:27 PM

A great and useful idea is this Vw - and having read through twice to make sure I didn't miss anything, I have nothing to add, have no complaints about the ideas, and am completely 100% satisfied that you will do a grand job.

I particularly like the idea of the Centurion spider - novel

Any new textures for anything? I'll lend a hand in that department if you wish - nothing too heavy cos I'm kinda busy at the moment but the offer is there.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2654150 - 06/03/04 01:39 PM

so once we drop it in our house and lock it into place...it can never be moved again?


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Yu-Gi
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2654308 - 06/03/04 02:20 PM

This is a GREAT idea, VtB!

As far as the jars are concerned, I lean toward uniformity. With that, I prefer the pictured jars for all ingrediants. By the way, Crazyboy's house mod Artuzu v2.5/v3.0 contains a full set of small alchemy jars which have pictures on them. The set includes Morrowind, Tribunal, Bloodmoon and Sri's ingredients.

Additionally, I'm not sure if you plan on doing this, but there was a sorter made for Artuzu v2.5 - Artuzu Alchemy Machine v2- which has the ability for the character to pick an end effect and sort the ingredients needed for that end effect into a receptical for the player to pick up. The player could choose 1, 5, 15 or 20 ingredients at a time.

If possible, could you include this funtion in your sorter? It will most likely be a lot of work, so I'll understand if you choose not not to. It's just a suggestion.

Yu-Gi

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HotFusion3
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2654341 - 06/03/04 02:33 PM

Quote:

1) I think that something portable like an "Alchemist's Staff" or "Alchemist's Ring" as a sorter would be impractical, simply because if the PC tried to activate it from a different cell from the jars - particularly if 72 game hours had passed since last being near the jars - Bad Things (tm) are guaranteed to happen. So the sorter must be something that will not move, once placed.





I don't see why this should be an issue. My own personal alchemy sorter works fine, no matter how close or far away the jars are. Now, I have had problems attaching the sorter script to a nominally portable object like a ring or a scroll (can't figure out why it doesn't work), but this doesn't mean that a portable sorter device isn't possible.

I propose a script that looks something like this:
Code:

Begin SorterDevice

short button
short variable
short use

If ( MenuMode == 1 )
Return
Endif

if ( OnActivate == 1 )
MessageBox "Do you want to do?" "Sort Reagents" "Pick up the Sorter."
set variable to 1
endif

if ( variable == 1 )
set button to GetButtonPressed
if ( button == 0 )
Set use to 1
Set variable to 0
endif
if ( button == 1 )
Activate
Set variable to 0
endif
endif

if ( use == 1 )
StartScript AlchemySorterScript
set use to 0
endif

end



This can be attached to a small miscellenous item. To use it, place the item on the ground, and then click on it. You'll be given the option to either sort your stuff, or to pick the sorter back up.

This assumes that your sorter script is a global script. If it isn't, it can be easily converted (just don't forget to add a stopscript command at the end).

While I've haven't tested the above script per se, it is actually just a very slight modification to my portable genie merchant, a script that I have tested rather extensively.

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HotFusion3
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Re: [WIP]: Buyable Alchemy Sorter [Re: Yu-Gi]
      #2654402 - 06/03/04 02:47 PM

Quote:

Additionally, I'm not sure if you plan on doing this, but there was a sorter made for Artuzu v2.5 - Artuzu Alchemy Machine v2- which has the ability for the character to pick an end effect and sort the ingredients needed for that end effect into a receptical for the player to pick up. The player could choose 1, 5, 15 or 20 ingredients at a time.




Artuzu is something that I have been plugging for awhile. Aquiantus hasn't gotten the recogintion that he deserves for this clever little piece of scripting.

However, it is possible to add even greater flexibility to the sorter menu. I have recently discovered a way for the player to enter in exact numbers for menu commands ( I was going to save this piece of news for my normal Sunday update, but what the hell...). Basically, instead of having to choose between a fixed set of numerical options (i. e. 1, 5, 15, 20 ), you can allow the player ot enter in any number he/she wants.

Well, almost...

The script looks like this:

Code:

begin HF_AlterCapScript

short button
short var
If ( var == 0 )
Messagebox, "What do you want to set the hundreds digit to?", "0", "1", "2", "3", "4", "5", "6", "7", "8"
set var to 1
Endif

If ( var == 1 )
set button to GetButtonPressed
If ( button = -1 )
return
Endif
set hfscratch1 to ( button * 100 )
set var to 2
set button to -1
Endif

If ( var == 2 )
Messagebox, "What do you want to set the tens digit to?", "0", "1", "2", "3", "4", "5", "6", "7", "8"
set var to 3
Endif

If ( var == 3 )
set button to GetButtonPressed
If ( button = -1 )
return
Endif
set hfscratch1 to ( hfscratch1 + button * 10 )
set var to 4
set button to -1
Endif

If ( var == 4 )
Messagebox, "What do you want to set the ones digit to?", "0", "1", "2", "3", "4", "5", "6", "7", "8"
set var to 5
Endif

If ( var == 5 )
set button to GetButtonPressed
If ( button = -1 )
return
Endif
set hfscratch1 to ( hfscratch1 + button )
set var to 6
Endif
If ( var == 6 )
Stopscript, HF_AlterCapScript
set button to -1
set var to 0
Endif
End



"hfscratch1" is a generic variable that I use as a temporary "scratch pad" to store globals that I need for only a sort peroid of time.

As you can see, you can specify almost any number you want. There is one hitch: You can only have 9 buttons on a messagebox, meaning that you have to omit one of the ten digits. In this script, I chose to omit the numeral nine, but I could have deleted any number that I wanted. This restriction is irritating, but not as bad as it sounds. The flexibility is wonderful, even if you can't choose numbers containing a specific digit.

This may be a bit too much for an alchemy retreiver. The above script was designed for situations where the player has to make very important and exact financial decisions. Such a high degree of control for an alchemy retreiver may be overkill. Still, it's a pretty sexy feature.

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OverrideB1
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2654721 - 06/03/04 04:12 PM

This sounds like an excellent idea ~ ideal for thos of us who play alchemical/magical/Telvanni types. I like the idea of a dwemer device to do the sorting.

As for jars - I'm quite happy with any sort. Although, I did retexture the Limeware Flask with the blue mottled texture for one of my mods and it looked pretty good. It's not a mesh that's used very often, it's a good size, and it doesn't take much rexturing (only two pieces to retexture IIRC)

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Re: [WIP]: Buyable Alchemy Sorter [Re: HotFusion3]
      #2654744 - 06/03/04 04:15 PM

Thanks for the support, one and all!

VagabondAngel,
I may need a bit of texture help, since I have less graphic arts skills than a Dwemer Spider Centurion. Thanks!

Anglish,
Yes, that's correct. I could make them mobile again afterwards, but think what would happen if you accidentally swapped the container full of hard-won Ash Salts or Diamonds for the mobile "dummy box", thus losing all of the ingredients! The resulting "this @#$%@#$mod screwed up my game" thread is not something I plan on causing. Sorry.

Yu-gi,
I love the Artuzu jars, too. I think a whole room full of them looks a bit too uniform and drab, but that's why I asked for input - maybe that's just me. Your opinion has been noted, and I hope others will make their wishes known, too. Thanks!

As for the Alchemy machine, that automatically pulls the correct ingredients for you on demand, DopeHatMan did one even earlier for Uvirith Inside/Awakened. And I was opposed to it even then. While stashing the ingredients in jars for you is simple drudgery reduction, I regard letting the machine do the intellectual part of Alchemy for you as a cheat. In my view, you may as well just go buy the potions, if you dislike pottering around the lab that much. I have never understood the attractions of that thing, and DHM and Grumblepunk and I had LOOOONG chats about it. DHM was so proud of inventing it, too. It's in there, but I would really have to force myself to make something like that. Sorry. If someone else (HotFusion, maybe) wants to do an add-on later, I'd have no objection.

HotFusion3
Does your sorter work in a separate interior cell, after you have not visited the cell with the jars for more than 72 game hours? I'm concerned that the 72-hour bug (whereby the game loses track of NPCs after the player has been away from them for more than 72 hours) might extend to items referenced by active scripts, as well. Additionally, I have seen the quirks with the "Bags of Holding" in various mods. Basically, after a reload, the PC must go back to the cell containing the target container (in this case, the Alchemy jars) before the "Bag of Holding" (in this case the Staff or Ring) would function again. This losing track due to reloads or 72 hours of no contact seems to be an inherent flaw in the game engine. If you have defeated those limitations, I would be interested to learn your technique.

While it is trivial to allow movement of the sorter after placement (part of the Shield Placer script behaves similarly to the sample you just posted), if the mobility is defeated by time or reloads, there is relatively little advantage from including support for an effect which will just make the function seem buggier (to the end user) than it is.

Your amount input method is great, but since I don't intend to add an automatic-correct-ingredient-puller device like Artuzu's or Uvirith's, I won't need an interface for one, either. You could even refine it to get support for all digits in it, by having the first ask for "Hunreds?", "0", "1", "2", "3", "4", "More" - and "More" selects another MessageBox of "Hundreds?", "5", "6", "7", "8", "9", "Back". Replicate it for tens and ones, and you have avery possibility covered. Great system, though!

Thanks again everyone, and please keep your input coming! It will be a couple of days till I get to this, since I'm wrapping up coordinating the final debugging of ModTown, which should be done soon. In the meantime, the more feedback I can get before implementation, the better this will be.



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TheUndeadKing
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2654785 - 06/03/04 04:23 PM

Quote:

Sounds like a great idea!




I couldnt agree more!

Im not toobig on using alchemy, but with this, i think ill take intrest in the skill

these are for you vorwoda:

--------------------
Lo there do I see my father
Lo there do I see my mother and my sisters and my brothers
Lo there do I see the line of my people back to the beginning
Lo they do call to me
They bid me take mt place among them,
In the halls of Valhalla
Where the brave
may live
forever


Hurry to meet death before your place is taken



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fable2
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2654909 - 06/03/04 04:50 PM

3) I'm also open to suggestions on what form the MessageBox driven device should take, for those who prefer that interface. I would like to avoid a large piece of furniture (shelves, desk, etc.) in order to make this as easy for the Player to set up as possible. What would you guys like? A chest? A skull? Lady E's "Eye" wall hanging? Something else? Suggestions are welcome.

I think a chest makes elegant sense. If you can place all the objects inside, close it, open it and have the objects gone, then the "magic" of sorting simulates as closely as possible an actual magic in the Morrowind universe: teleportation. Somehow, a container that sorts and teleports feels more "right" to me than an object that works it out by itself to determine which items you've got on you that need sorting.

4) There are several excellent sets of Alchemy jar nifs and textures out there. Standard practice up to now has been to provide one uniform set. What set is the popular favourite? My own idea is to "mix and match" using the small jars with picture labels for plant based ingredients, the big blue ones with text labels for animal parts, and something else for minerals. This is all, of course, provided I can get permission from the artists. Opinions?

I like that idea very much. And thanks for taking this on, Vorwoda.



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Yu-Gi
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Re: [WIP]: Buyable Alchemy Sorter [Re: Yu-Gi]
      #2655009 - 06/03/04 05:15 PM

Just wanted to let you know that it doesn't bother me one bit that you plan not to include an ingredient on demand option. The idea of the mod is to great that I'll use it anyway.

Also, thanks for noting my opinion concerning the jars. However, now that I really think about it, having a distinction between animal, vegatable and mineral might not be a bad idea. I say go for it.

Yu-Gi

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MeghanAJH
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2655017 - 06/03/04 05:17 PM

Quote:

I'm considering using a Dwemer Spider Centurion as the most credible creature for this sort of task.




gosh you know what would be really neat -- a genie!! If only someone had a genie who could pop out of her magic bottle and tidy up for you. Gosh whereever could we find something like that!

Re the container -- there's a few cauldrons in the game that either are containers or activators - I forget now - but a cauldron might be nifty. One hangs from a tripod and one's a great squat thing that sits there like the mouth of doom.

Re the jars - I think the blue jars look the most professional but I have a really hard time reading them. I'd like to see a combo of the lids from crazyboy's jars and the labels from Andoreth's.

I wonder - would it be practical to sell a cabinet already set up? For example if I bought a mineral cabinet I would get one of Dongle's cases witht he jars already placed and I could move it as a unit. Might be less fiddly? Or it might be moreso - I'm not sure which


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brady228
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Re: [WIP]: Buyable Alchemy Sorter [Re: MeghanAJH]
      #2655097 - 06/03/04 05:42 PM

I really hope you go with the Dwemer Spider Centurion sorter idea to me that sounds perfect. I sure want one. I say for the furniture a chest or a cauldron is a better idea just because I think it will fit in most places and not need lots of room. I think this sounds great and look forward to seeing it. I love the look of them, Dwemer Spider Centurions. Can't wait to see this come out.

--------------------
Once sailed the seas Now roams the land


Edited by brady228 (06/03/04 05:50 PM)

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VagabondAngel
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2655119 - 06/03/04 05:47 PM

Quote:

VagabondAngel,
I may need a bit of texture help, since I have less graphic arts skills than a Dwemer Spider Centurion. Thanks!




Mine's more pack guar level I think Give me a shout if you need.

And best of luck making this happen - its a truly utilitarian mod

--------------------
My creations:

Ordinator Armour Replacer
Black and Silver Elite Indoril
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HotFusion3
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2655210 - 06/03/04 06:15 PM

Quote:


HotFusion3
Does your sorter work in a separate interior cell, after you have not visited the cell with the jars for more than 72 game hours? I'm concerned that the 72-hour bug (whereby the game loses track of NPCs after the player has been away from them for more than 72 hours) might extend to items referenced by active scripts, as well. Additionally, I have seen the quirks with the "Bags of Holding" in various mods. Basically, after a reload, the PC must go back to the cell containing the target container (in this case, the Alchemy jars) before the "Bag of Holding" (in this case the Staff or Ring) would function again. This losing track due to reloads or 72 hours of no contact seems to be an inherent flaw in the game engine.




I had never heard of the 72 hour bug until just now. I ran some tests in my own WIP. I exited the cell with the jars in it (left the entire region, actually), and waited for 96 hours. I then entered a nearby building (in case the loss of tracking effect occurs over cell changes) and waited another 96 hours. From there, I entered yet another interior cell. I then used the console to place an instance of my sorter machine in front of me (I use an immobile activator for mine). This way, I never had to enter any cell modified by my mod during the entire test run. The sorter worked fine. The reagents were stripped from my inventory. After I returned to the lab, I verified that the ingredients had been properly placed in the jars.

I suspect that this is because my jars are pre-placed in the esp file. It may very well be that this 72 hour bug shows up only for items that were created in mid-game, since they don't have a "permanent" esp record.

Regardless, the problem does unquestionalbly exist on your system.

Quote:

If you have defeated those limitations, I would be interested to learn your technique.





Funny thing is, I think I do have a solution. Modify the sorter script so that lines like this:

HornLilyJar -> additem Ingred_horn_lily_bulb_01 128

become lines like this:

set HornLilyAdd to ( HornLilyAdd + 128 )

where HornLilyAdd is a global variable.

Then attach a new script to each of the alchemy jars (the real versions):

Code:

Begin bHF_ShalkresinScript
short open
If ( OnActivate == 1 )
While ( HFShalkresinAdd >= 128 )
AddItem, Ingred_Shalk_resin_01,128
set HFShalkresinAdd to ( HFShalkresinAdd - 128 )
EndWhile
.
.
and so on...
.
If ( HFShalkresinAdd >= 1 )
Additem, Ingred_Shalk_resin_01, 1
set HFShalkresinAdd to ( HFShalkresinAdd - 1 )
Endif
removeitem hfstuff 1
set open to 1
Activate
Endif
If ( open == 1 )
Additem HFStuff 1
set open to 0
Endif
End




Here's how it works: When the sorter removes your ingredients, it credits an account for that particular reagent. If, for example, it removes five corkbulbs from your person, it makes a note that it "owes" you five corkbulbs. This account is stored in a global variable, a separate one for each ingredient.

When you open an alchemy jar, it checks to see if you are "owed" any ingredients. If you are, it adds the appropriate number of reagents to the jar before you even get to peek inside, and then zeros out your account.

I have never noticed any slow-down when using this sytem, and I have used the console to the set the account as high as ten thousand before.

A side-note... for some reason, AddItem and GetItemCount are buggy if the container in question starts out empty. It is therefore necessary to add a dummy item to the container when it would otherwise be empty. The item "HFStuff1" is this dummy item. If you check the script, you'll see that it is added to the container when you close it, and removed right before you open it. Usually, the player will never see it, although it does pop up if the player empties the container (it appears as "A piece of worthless dust").

I actually wrote this script to solve an entirely different problem, but it should handle this dilemma quite nicely.



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Ronin49
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2655241 - 06/03/04 06:26 PM

Vorwoda -

Thank you again for taking this on. Two or more cents:

Quote:

1) One merchant will be added who will sell the sorter devices and the jars.



One merchant sounds good. If not in an existing store could you consider placing her somewhere less frequented - Maar Gan, Vos etc? It should also be a fairly pricey purchase? .

Quote:

The Player will be responsible for buying any jars he wants, but will not need to buy all of them if he does not wish to - or cannot afford to



Makes sense - could the option exist to also buy the whole set?

Quote:

2) The PC can then take the "dummy" Miscellaneous Item Jars and Sorter home and place them. When activated, there will be a pop-up menu asking the player if he wants to move the jar or lock it in place. Once locked, the Item will be swapped out for the real jar or sorter and cannot be moved thereafter.
3) Thanks to HotFusion's idea, the sorter script will only sort for those items whose jars are locked in place.



Yes, happy to have it lock down and then function.

Quote:

) I'll do one version with support for Sri's and one without, to save those without the mod from running unnecessary code, thus hopefully saving them a bit of processing time.



That is an elegant solution - whilst it would be desirable to include Sri's for those who use it, I would prefer to avoid the additional code if possible.

Quote:

So the sorter must be something that will not move, once placed.




Register one vote for that solution - I think some simplicity will assist in making this do-able and sooner-able. Bells n'whistles later . . . if desired.

Quote:

Dwemer Spider Centurion


Yes, a good solution - about the right size and aesthetic.

Quote:

MessageBox driven device


Preference here for a Dwemer chest or a cauldron as suggested. Not a skull please - too many mods already use one as an activator.

Quote:

My own idea is to "mix and match" using the small jars with picture labels for plant based ingredients, the big blue ones with text labels for animal parts, and something else for minerals.



I think this is a very good refinement. Some of the sets appear desperately uniform. The variety you suggest will also make it easier to readily locate a particular jar and will, I think, add aesthetic appeal.

I like your idea of keeping the components fairly modest in size. The jars will themselves take a fair amount of space and, as part of the idea is to make it applicable to many different houses, scale is a consideration.

Quote:

As for the Alchemy machine, that automatically pulls the correct ingredients for you on demand . . . If someone else (HotFusion, maybe) wants to do an add-on later, I'd have no objection.



Agreed . . . thank you. I understand others might like this capability but I would rather it not be available in this version.

Overall, the less 'fussy' this is the better - in aesthetics, operation, placement and scripted capabilities, in my opinion. I suggest this is going to become one of those classic 'must have' mods: the more user-friendly, simple and robust it is, the better. Which suggests that the merchant also provide a simple users' guide perhaps. [For simple users! ]


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Re: [WIP]: Buyable Alchemy Sorter [Re: Ronin49]
      #2655435 - 06/03/04 07:19 PM

Quote:

Anglish,
Yes, that's correct. I could make them mobile again afterwards, but think what would happen if you accidentally swapped the container full of hard-won Ash Salts or Diamonds for the mobile "dummy box", thus losing all of the ingredients! The resulting "this @#$%@#$mod screwed up my game" thread is not something I plan on causing. Sorry.




well i guess that makes sence...fair enough... oh and finish UA ...sorry had to stick that in there somewhere

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Re: [WIP]: Buyable Alchemy Sorter [Re: Ronin49]
      #2657087 - 06/04/04 10:16 AM

Postscript: Most posters seem quite content with the notion of a Dwemer machine, more 'true' to the general thrust of lore it seems.

Quote:

I like the idea of a dwemer device to do the sorting.






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Re: [WIP]: Buyable Alchemy Sorter [Re: Ronin49]
      #2657138 - 06/04/04 10:43 AM

One merchant sounds good. If not in an existing store could you consider placing her somewhere less frequented - Maar Gan, Vos etc? It should also be a fairly pricey purchase? .

With respect, I would take some issue with both the location and cost. This is an ease-of-use feature, not a power gain one. Just as I would want to select a house mod in advance and have it available to me from game's start, so I would like to add the Alchemy Sorter to that mod as soon as possible, just to save on tedious effort. If I had to wait until I could get to some less accessible place and had 3000 drakes, I'd simply forego downloading the sorting mod, and either 1) wait for an update of the house mod I currently use, or 2) find a new house mod which has alchemy sorting in it already. I suspect quite a few other players would do the same, given human nature. This would completely circumvent the whole reason for the mod.

Most posters seem quite content with the notion of a Dwemer machine, more 'true' to the general thrust of lore it seems.

I'm not finding this, above. That's not to say I would turn up my nose at it. I suggested a magical chest, and I've read other suggestions of a cauldron, or even a genie. Unless I'm mis-counting, only two posters indicated a preference for a Dwemer machine. Personally, the chest means nothing to me; anything that's sufficiently in-game and appropriate would work. In fact, I like the Dwemer machine idea, and would even switch from the chest. But I don't honestly see any preference expressed in the posts thus far.



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Re: [WIP]: Buyable Alchemy Sorter [Re: fable2]
      #2657157 - 06/04/04 10:50 AM

Hmm, I think a variety of sorters would be nice, to different types of houses/playstyles, (if possible)

Other than the dwemer ideas,

Perhaps an undead minion for a necromancer (or evil type house).
A summoned Deadre (scamp?) for a conjuror type.

I could try think of some others, but I like the idea that a necromancer would have s zombie to do his/her sorting. Or that a conuror would have summoned a scamp or some such.

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Re: [WIP]: Buyable Alchemy Sorter [Re: Carnajo]
      #2658250 - 06/04/04 05:14 PM

bumping, of course.

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Ronin49
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Re: [WIP]: Buyable Alchemy Sorter [Re: fable2]
      #2658773 - 06/04/04 08:15 PM

In fact, I like the Dwemer machine idea, and would even switch from the chest.

Great! That would take 'the count' then to at least four.
[Not sure but I think the genie you noticed was more related to THIS ]

Oh .. . . and bump.

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Edited by Ronin49 (06/04/04 08:18 PM)

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fable2
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Re: [WIP]: Buyable Alchemy Sorter [Re: Ronin49]
      #2658940 - 06/04/04 09:25 PM

LOL! But I think with respect, you miss my point. This isn't a democratic poll, and we aren't a representative majority of the users. We're just a few people greatly interested in the mod. Our voices are certainly worth hearing, but the ultimate responsibility for the form or forms the sorter takes belongs entirely to Vorwoda. If he wants to put it in the form of a Dwemer machine or a fruit salad bowl, I shall simply thank him and use it. He's got to think beyond us, and consider what most people might like best.

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Re: [WIP]: Buyable Alchemy Sorter [Re: fable2]
      #2659056 - 06/04/04 10:27 PM

Quote:

you miss my point


Nope, just don't find much with which to agree.

The 'point' was actually "Oh .. . . and bump. ". But thanks anyway for letting me know who is authoring the mod.
You may find THIS useful - or not.

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Edited by Ronin49 (06/04/04 10:41 PM)

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Re: [WIP]: Buyable Alchemy Sorter [Re: Ronin49]
      #2659420 - 06/05/04 12:44 AM

Quote:

You may find THIS useful - or not.




I posted it in--so I probably did.

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Re: [WIP]: Buyable Alchemy Sorter [Re: fable2]
      #2659648 - 06/05/04 02:25 AM

Okay, let's go down the list.

shannon, Yu-Gi, TheUndeadKing, brady
Thanks for the support!

Override,
Please don't think I was ignoring you, we posted at the same time, and your post arrived first. Frankly, since most of the folks who expressed an opinion on jars (including Yu-Gi who seems to have had a change of heart) voted for eclecticism over uniformity, I'll need at least a third set of containers. If you can put up a pic of yours, and drop a link here, I'd appreciate it.

MeghanAJH,
I'll get back to Genie, I promise! As soon as I finish coordinating the debugging of ModTown and release this Alchemy Sorter Mod, I'll get back to her.

VagabondAngel,
I probably will. Soon.

HotFusion,
That's very similar to things I did in Hippolyta and Decius (ages ago) and for Rambo (recently), so I clearly understand what you mean. The 72 hour bug concerns NPCs, but I was wondering if you'd had problems with it affecting script bearing objects. Glad to hear you haven't, that's a huge relief!

Quite apart from that, the bug that seems to strike remote object gadgets is after a reload, and the second part of my question was whether THAT has caused you any problems. (Use your remote sorter, save and reload, and then go check the jars). Bags of holding (which operate similarly as scripted remote activators) tend to malfunction after a reload unless the bearer returns to the target container's cell.

Ronin,
I could set it up to sell a whole set (through dialogue) or item by item (through normal channels). Mixing the two could easily lead to bugs. So here's another opinion-seeking question for everyone: Would you all rather like to buy the jars piecemeal, or as a set?

Anglish,
Since I am the last "surviving" member of the UA team, and since I joined as new kid on the block when it was already underway, it is slow going. I keep hoping to hear back from Grumblepunk on the bits that were his end of things. He had returned and then vanished again. I may have to try another channel. But Genie is coming first.

fable,
Quote:

This is an ease-of-use feature, not a power gain one.



Point taken. But I can't just sell a Spider Centurion for 2 Drakes, either - that would get silly (and I know you weren't suggesting anything that extreme). A typical slave NPC goes for 1000, so I don't think even 5,000 would be unreasonable for a Centurion. On the other hand, this Centurion won't fight, but merely stay at home and sort stuff, so a cut rate of 3,000 is probably reasonable (for a non-combat unit). Add a drake or two per jar, and I think we have a fair price, don't you? The other sorter(s) will be the same price as the Centurion, to make sure that nobody is unduly favoured or penalized merely due to their tastes.

Carnajo,
I think I can deal with that.

Ronin and fable,
Come on, gang, let's not squabble! I think I've decided on the sorter forms:

Creature:
Dwemer Spider Centurion. Skeleton and Scamp options will be available via a different route.

Device:
Dwemer Chest in keeping with the Dwemer theme).

I thought about the cauldron suggestion, but a cauldron is really for mixing things, rather than separating them. And the chest seemd like the most popular choice there.

I should have ModTown on its way this weekend, so this Sorter is my next priority.



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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2659751 - 06/05/04 03:32 AM

Quote:

Would you all rather like to buy the jars piecemeal, or as a set?




I for one would vote for a complete set, just for ease of use and to set it up quicker. I'd like too throw out the idea of using one box mesh or something similar for the set then exchanging for the real jars once the sorta is in place(just in case you haven't considered this). This way it wouldn't need lots of inventory slots either.
Real happy to hear your releasing the ModTown mod this weekend. I'm gonna be around here then for sure looking it.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2660024 - 06/05/04 07:13 AM

Vorwoda - I would prefer to buy the jars as a whole set if possible. The rest sounds great. Thanks.



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Edited by Ronin49 (06/05/04 07:24 AM)

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MeghanAJH
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2660186 - 06/05/04 08:54 AM

Vorwoda, I think I'd like the set too. I'd probably save my pennies and buy it all at once rather than fuss a little here and there.

Query - if we buy a set would we be placing the set in our house as one piece, like a prefilled spice rack, for example? Or would we be buying everything at once and then placing each jar individually? I'm just trying to picture it.

Your other choices sound terrific - really, the whole mod is an inspired idea!

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Re: [WIP]: Buyable Alchemy Sorter [Re: MeghanAJH]
      #2660483 - 06/05/04 11:05 AM

Right, that's three for the whole set.

To be clear, you would buy your sorter for ~3,000 drakes, and separately purchase your whole set of jars (approximately 200 drakes, slightly more for the Sri's-Alchemy-friendly version, since that will include extra jars). This will be a single, one-shot item which will add all the jars to your inventory, which you can then place.

However, a placeable set of shelves with all jars pre-set is impossible, since each jar MUST be a unique object for sorting to work at all.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2660493 - 06/05/04 11:08 AM

I'd give the jars a v. low weight in that case VW ( like 0.01 ) to remove any over encumbrance problems. Only a small thing but it'd be annoying to be over encumbered with alchemy jars

Sounds like its going good though eh? Nice one

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Re: [WIP]: Buyable Alchemy Sorter [Re: VagabondAngel]
      #2660504 - 06/05/04 11:13 AM

Sounds very good, and solves my problem of finding a house with decent mannequins AND an alchemy sorter

Like the idea of different types of sorters, glad you doing that.

Dare I suggest a slave? Not exactly noble, doubt I'd use one, but it might fit some character's playstyle.

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Re: [WIP]: Buyable Alchemy Sorter [Re: Carnajo]
      #2660592 - 06/05/04 11:49 AM

Come on, Carnajo, you're a Telvanni like me! There's nothing wrong with slavery (as long as it happens to other people...) But that would get into the whole race/sex preference thingie, and I'd have to start a new poll, and then the Twin Lamps goons would come in here and drag my thread off-topic... (sigh). Don't even think about it, Ronin, I can see the wheels turning already!

So, while it's a nice thought, I won't do slaves (in the first version, anyway). Besides, Centurions are so much more trustworthy!



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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2660652 - 06/05/04 12:07 PM

Vorwoda,

I was thinking of using the Potion and Scroll icon fine tuner by kir. shown here

Do you think it would conflict with your mod? The alchemy sorter has a higher priority in my scheme of things, but I'm wondering if I could still use this mod.

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Carnajo
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2660660 - 06/05/04 12:09 PM

You're right, besides, can't trust those darn slaves to do a decent job.

I'm sold on the summoned undead/daedric minion though.

Would an intelligent animal fit in lore wise? One of Kagrenac's crows would be nice.

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Ronin49
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2660878 - 06/05/04 01:09 PM

[Goons, is it?]
[Note to self: "Goons" incident.]

Vorwoda - no worries, mate. Wouldn't think of it!
Off topic - oh I do hope not!

[Muttering: At least until after ModTown, the Sorter, Genie, UA . . . hmm, even on his sleep schedule, this could be years!]
[Cancels Personal Scrolls to Argonian Mission, Brother Juniper, Nevena, Doomed Marauder.]

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2661033 - 06/05/04 02:16 PM

DoomedMarauder,
Nope, it wouldn't conflict at all. That mod only changes Potions and Scrolls, and I'm not touching those areas at all with this.

Carnajo,
I can't think of a Lore precedent off hand. But I'll do a bit of rooting at the Imperial Library later, and see what turns up.

Ronin,
Sometimes insomnia is a blessing. But, yeah, it's not a miracle.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2661136 - 06/05/04 02:50 PM

Wow this is a sweet idea Vorwoda I didn't know this kinda thing was possible and it gives me hope to think of never wasting my time sorting ingredients again.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2662846 - 06/06/04 12:26 AM

[Summons Sorter thread]

For the benefit of the Saturday night crowd . . .

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Re: [WIP]: Buyable Alchemy Sorter [Re: Ronin49]
      #2665356 - 06/06/04 06:52 PM

ModTown gets passed back to Aquan and Kieve tonight, so I can turn my full attention to the sorter tomorrow night. Thanks everyone for your suggestions, ideas and opinions!

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sunsi
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2665402 - 06/06/04 07:10 PM

Quote:

There are several excellent sets of Alchemy jar nifs and textures out there. Standard practice up to now has been to provide one uniform set. What set is the popular favourite? My own idea is to "mix and match" using the small jars with picture labels for plant based ingredients, the big blue ones with text labels for animal parts, and something else for minerals. This is all, of course, provided I can get permission from the artists. Opinions?





I like the idea of mix and match...I like this mod idea in general, Vorwoda...thanks



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Re: [WIP]: Buyable Alchemy Sorter [Re: sunsi]
      #2666492 - 06/07/04 12:30 AM

I like the idea, it would solve my problem of, well, a BIG mess in the Mages guild where I live...
I keep getting complaints about the mess..
piles of goodies ALL over the tables..
and you wonder WHY they can't sit down?
I got ALL the benches and chairs piled with toys and ingredients most of all...
because I know SOMEDAY i'll need the potion, and be able to make it worth it's while. but not for a while...and being prepared is everything.

I was researching a racial compatabilty scripting, when I thought it would be kewl to detect the number of , say, "Eyeballs" and do a mesh update/change showing the proper X number of Eyballs in the transparent jar...
and just a couple of those that were scripted as such ...
to keep down on any lag that may occur if you had too many scripts running... not everything like that would be necesary, just a couple... like the eyballs... just drag another Eye into the jar and export...
add a script to each that swaps the MESH of that ItemsID...
sneaky sneaky I say they were...

just a thought, my vote would be for the varied look, according to ingredient size/appearance.
maybe even a few small BAGS of stuff, like Ash Yams...
a Glass Jar for the Eyeballs, Kalim's Brain and Eye, oh wait, that's Diablo...
A Basket for the Fruits.. scripted to swap meshes to show quantity.. bananas for example...
or it could just gbe a fruit basket with modeled fruit that acts as a container (whether the mesh reflected the actual contents or not for some) I could care less about that little detail...
so If I wanted to convserve some space, I could purchase the Fruit Basket, which displays the types of fruits it holds, acessed Quantities through Global Variable for all I care, make up all kinds of ideas for different containers, including the full set with portable remote control RC-Tele-Zapper-2000 Instant Alchemical Laboratory, just add a drop of water to a little of this powder ,and *POOF* a big building where you go in, and Einstein would be jealous....
------------------
Here's an idea for ya...
labeled barrels down a wall, and stacked, that act as potion containers...
goto the Magika Barrel, and get out a Magika Potion... go down to the Healing Barrel, and get a healing potion or two, then go out...
-------
come back later... make a few more Magika potions, and a couple Night Eyes... then put them in the proper barrel...
you could just do some general barrels.. label them, and use them as containers...
the player could put whatever he/she wanted in them, soince they would just be a container... just another idea... or pass it on... I'm definitaly gonna do SOME sorta lab...

ok, I'm done torturing your minds.. and mine... I'll go model some more...
and save my Diablo Characters from the death of 90 days.. Morrowind.. Diablo character killer...



Edited by MasterW3 (06/07/04 12:40 AM)

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sunsi
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2666516 - 06/07/04 12:44 AM

MasterW3:
Quote:

it would solve my problem of, well, a BIG mess in the Mages guild where I live...




....can relate to this

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Re: [WIP]: Buyable Alchemy Sorter [Re: sunsi]
      #2673433 - 06/08/04 09:58 PM

For everyone wondering what the hold-up is, take a look at the ModTown thread. As soon as my part of cleaning it is done, I'll be able to bang out this Sorter. Thanks to everyone for the input and support!

(Writes 100 times on the board, "I will not volunteer to debug mods written by large numbers of modders - many of whom are strangers - any more!"*)

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2673646 - 06/08/04 11:06 PM

LOL Vw about the 'writes on board..' comment.

I found this thread and I'm very interested in this idea.

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fable2
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2691420 - 06/14/04 11:43 AM

Understandable, Vorwoda. Good luck with both mods.

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MeghanAJH
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2691944 - 06/14/04 03:13 PM

okay ... shelves are cleared, floor is swept, booze is stashed (hic) ... Is that Spider litter-trained?

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Ayana
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Re: [WIP]: Buyable Alchemy Sorter [Re: MeghanAJH]
      #2723903 - 06/24/04 08:39 AM

Only just found this but wanted to chim in.

Great, great, GREAT idea and thanks for taking it on. You definitely deserve a few of these upfront.

Jars
I like the idea of mix'n'match. I imagine alchemy labs to look dusty, untidy, full of cobwebs with lots of differently shaped and coloured bottles and jars.

Sorting device
Dwemer chest sounds good to me. Personally I would have like a cauldron. Every alchemy lab worth its name needs a bubbling, steaming cauldron but I see what you mean by "it's used for mixing, not for sorting".

NPC
Hmm... an Argonian... chained to the chest.... <ahem nevermind> Centurion is perfect. Really.

Purchase
Buying all the jars together is fine by me. Price should reflect a certain experience in the world of alchemy. A lvl 3 character, with 15 alchemy skill, who can't even afford a grandmaster mortar & pestle, shouldn't need a sorter nor be able to buy one. At this low level you are meant to use the ingredients to increase your skill, not hoard them away somewhere. 3,500 drakes for the whole shebang is less than a grandmaster mortar (IIRC) but I can live with that. Especially since I have never bought a grandmaster mortar because it's very easy to steal one.

Can't wait for this. Will be awesome.



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Ayana Silverleaf
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Darkiss
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Re: [WIP]: Buyable Alchemy Sorter [Re: Ayana]
      #2724004 - 06/24/04 09:40 AM

Can you make the merchant sell you the alchemy jars so you have choices?

example: buy an all blue jar set or buy an all picture set or buy a
mixed jar set

you could set it up were the merchant sold you mineral jars and then you choose from 3 kinds. then you had option of meat jars 3 kinds etc.

This would allow people to mix and match for their own styles and preferences. while also adding choices.

sorry for the grammer

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fable2
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Re: [WIP]: Buyable Alchemy Sorter [Re: Darkiss]
      #2724032 - 06/24/04 09:53 AM

Cost: Perhaps this can be offered in two flavors. I know that some people (including myself) will not use the mod if its in-game purchase is more than nominal--say, 100 drakes. It is not something that adds a feature, but only an ease-of-use mod. I'd as soon expect to pay for some device that lets me use Herbalism Lite as I would an alchemy sorter in the game. I'm not suggesting this is the only way to look at matters, or the only good way to do so; but it's the way I view 'em.

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Re: [WIP]: Buyable Alchemy Sorter [Re: fable2]
      #2724281 - 06/24/04 11:23 AM

Thanks for all the support, everyone! Now that I've finished my part of debugging ModTown and it has gone along to Aquan, I can turn my attention to knocking this out. I'll have a good chunk of time tonight, in fact. At last!

Meghan,
Hehe! Since it's a Centurion (robot) spider, you won't even need litter!

Ayana,
Thanks for the input, and we seem to be pretty much on the same page. Since chains aren't available, we'll have to do what we can with Centurions. Alas! Besides, I don't want to just hand our friend Ronin an easy way of racking up more brownie points with the Twin Lamps!

Darkiss,
Your idea of choices within the various subsets is a great one, except for a couple of things. Each of these containers needs a unique ID which must be accessed in the sorting scripts (multiple times, in fact). Additionally, each needs its own nif and texture. If I add three types of each jar, this will greatly increase download size (due to redundant nifs, textures and scripts), and increase both script length and number of scripts. This gets unwieldy, fast. We'll see. It's an attractive idea, but one I had considered (and rejected) earlier. Perhaps I should give it a second look.

fable,
Unless you're just starting out, 5,000 drakes or less is nothing. As Ayana pointed out, there are certainly pieces of equipment (and most definitely armour and weapons) that go for MUCH more than that. This shouldn't be a hardship for anyone who's not fresh off the boat in Seyda Neen (and a newbie adventurer really ought to be saving his drakes for basic supplies, rather than splurging on frills like this, anyway). My feeling is that this should be a prize to any serious Alchemist, and should be something they want to save up and buy, along with the higher end gear. While you're obviously right that the jars shouldn't go for more than a septim or two apiece (they are just non-magical jars, after all), the Sorter is something an Alchemist would treasure. If anything, my working price is too low. 100 drakes for something this useful, rare and complex seems a bit absurd, but the prices will be the last thing I finalize.

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Shanjaq
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2724417 - 06/24/04 11:55 AM

Quote:

This should be a prize to any serious Alchemist,




Indeed! I spend a good deal of time sorting ingredients into animal, vegetable and mineral containers; having them all sorted automatically would be an immense help!

is there a quick way to unload all ingredients(or a set number of each) back into a container or the players inventory for.. experimentation?

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Re: [WIP]: Buyable Alchemy Sorter [Re: Shanjaq]
      #2724784 - 06/24/04 01:43 PM

The mechanics of the system will be just like the one I did for Ice's Hideaway. The difference here is that the setup can be bought and put where you want it, so you can add an Alchemy Lab to a house (from a mod or from the game) that doesn't have one.

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MeghanAJH
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2725714 - 06/24/04 05:26 PM

Outstanding! I think this mod will shoot right to the top of my 'must have' list!

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Re: [WIP]: Buyable Alchemy Sorter [Re: MeghanAJH]
      #2726330 - 06/24/04 08:02 PM

Quote:

Outstanding! I think this mod will shoot right to the top of my 'must have' list!




I agree, it will be a must for anybody interested in Alchemy!

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Monica21
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2726386 - 06/24/04 08:18 PM

Just wanted to say that I'm very much looking forward to this mod. Sounds great, and I'm glad you have some "free" time.

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VagabondAngel
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2728968 - 06/25/04 12:12 PM

I've been out of it for about a week now I think. Good to see alot of support for this mod. And nice to hear you working on it again VW - how's it going?

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Re: [WIP]: Buyable Alchemy Sorter [Re: VagabondAngel]
      #2734872 - 06/27/04 01:10 AM

Thanks for the continued support, one and all!

Vagabond Angel,
The one snag I'm hitting is the one you volunteered to help with: artwork. While the Artuzu set and the JJS set are nicely filled out, the one with the large blue jars with text labels is missing quite a number of pieces. I will PM you with my "missing list" tomorrow, if you're still game to help.

I'm also PMing Override, to see if I can get a copy of his Limeware reskins.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2735202 - 06/27/04 03:50 AM

Vorwoda- if you mean the blue jars with lids made by the Jake the Snake, I have the complete set of lables , Jake sent me the missing ones later on. If you need them , let me know.

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brady228
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2735206 - 06/27/04 03:56 AM

O cool your back doing this now Vorwoda, I thought it was still on hold for modtown. Glad to see your making nice progress this is a mod I really want bad.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2735243 - 06/27/04 04:31 AM

Quote:


Vagabond Angel,
The one snag I'm hitting is the one you volunteered to help with: artwork. While the Artuzu set and the JJS set are nicely filled out, the one with the large blue jars with text labels is missing quite a number of pieces. I will PM you with my "missing list" tomorrow, if you're still game to help.





No problem VW - just give me a shout and I'll see what I can do.

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2735902 - 06/27/04 10:49 AM

phoebe,
That IS the set I mean. PMing you now.

VA,
I'll send you the shortened list (if anything is still missing) after I get the package from phoebe!


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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2736535 - 06/27/04 03:32 PM

Ok, that sounds fine, there may have been a misspelled one or two that he had fixed also, so let me know if you come across those also.

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swmii
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2742378 - 06/29/04 01:48 AM

WoW a great idea, definately a must download now! (once available of course).

One suggestion/request - From the sound of it there will be several jar types, one each for animal, plant, and mineral ingrediants. I would like to see a generic jar for each of the different jar types available to buy from the merchant. These generic (non-labeled) jars would, of course, not be scripted to the sorting container. They would allow the player to add ingrediants which are not included in MW,BM,Trib, or Sri's alchemy mod, which may be added by other future mods. This way the Alchemy Sorter Mod will remain useable with new ingrediants.

Plus it will give me random jars to place around the room giving a more clutered look which suits me just fine


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Re: [WIP]: Buyable Alchemy Sorter [Re: swmii]
      #2742932 - 06/29/04 07:15 AM

Already in. As in the Alchemy system I set up with Canadian Ice for her Hideaway, there are jars untouched by the sorter for cursed, miscellaneous and unique ingredients. This gives you a place to stash ingredients from other mods, as well as those that exist in MW but are quest items, etc.

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MeghanAJH
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2753353 - 07/01/04 06:13 PM

I have a question - will the scripts on the alchemy jars run all the time or only as needed? I'm wondering if it will be ok to keep the jars in a small one-room-house or if they will need their own cell?

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2753430 - 07/01/04 06:35 PM

What's the news VW? Hope all is well..

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Re: [WIP]: Buyable Alchemy Sorter [Re: VagabondAngel]
      #2763298 - 07/04/04 09:36 AM

The only ingredients for which I am NOT supplying sorter support are the unique, cursed, quest item and limited quantity ones. So any ingredients which come from original MW/TB/BM which are not sorted are rare or important for some reason, and are deliberately not referenced in my scripts because doing so might cause you to screw up a quest or use up the only such item in the world without realizing that you'll never find any more of them. These items are:

Blood of an Innocent
Bread (UNI2)
Muffin
Pinetear
Grahl Eyeball
Flaming Eye of the Lightkeeper
Girith's Guar Hide
Marsus' Guar Hide
Human Flesh
Heart of an Innocent
Raw Glass (Tinos)
Treated Bittergreen Petals
Heart of the Udyrfrykte
Heart of the Wolf
Poison
(Cursed) Emerald
(Cursed) Pearl
(Cursed) Daedra's Heart
(Cursed) Diamond
(Cursed) Ruby
(Cursed) Raw Ebony

All is going well. I have discovered that there are more gaps in the artwork of the existing jars than I had thought.

phoebe,
Thanks for that set, it contained a number of jars missing from the original release.

VA,
Here is the list of the missing art resources. Note since Meteor Slime is visually identical to Scrib Jelly, and since Roland's Tear is visually identical to Gold Kanet, I don't need additional artwork for them in the "picture sets". The text set, WILL require separate art for them.

FROM ANDORETH'S (JJ's) SET: (CanadianIce's version)
Dunmer Bone (Sri's Alchemy ingredient)
Dwemer Pipe (Sri's Alchemy ingredient)
(Note that artwork for both of those exists in the Auto Alchemy mod, and will merely need to be cut/pasted into JJ style textures. I can send you those if you need them.)

FROM CRAZYBOY'S (ARTUZU) AUTO ALCHEMY SET:
Miscellaneous Ingredients
Cursed Ingredients
Unique Ingredients
(Note that artwork for all of those exists in the Ice's Hideaway, and will merely need to be cut/pasted into Auto Alchemy style textures. I can send you those if you need them.)

FROM JAKETHESNAKE'S ALCHEMY JARS SET:
Bear Pelt
Bonemeal
Bristleback Leather
Durzog Meat
Horker Tusk
Snow Bear Pelt
Snow Wolf Pelt
Wolf Pelt
Golden Sedge Flowers
Heartwood
Holly Berries
Horn Lilly Bulb
Lloramor Spines
Meadow Rye
Meteor Slime
Nirthfly Stalks
Noble Sedge Flowers
Ripened Belladonna Berries
Roland's Tear
Scrib Cabbage
Sweetpulp
Timsa-Come-By Flowers
Unripened Belladonna Berries
Wolfsbane Petals
Adamantium Ore
Raw Stalhrim
Gravetar
Miscellaneous Ingredients
Cursed Ingredients
Unique Ingredients
Amethyst (Sri's Alchemy ingredient)
Ash Proboscis (Sri's Alchemy ingredient)
Bear Fat (Sri's Alchemy ingredient)
Bear Meat (Sri's Alchemy ingredient)
Dunmer Bone (Sri's Alchemy ingredient)
Clannfear Scales (Sri's Alchemy ingredient)
Daedroth Claw (Sri's Alchemy ingredient)
Dwemer Grease (Sri's Alchemy ingredient)
Dwemer Pipe (Sri's Alchemy ingredient)
Gold Nugget (Sri's Alchemy ingredient)
Twilight Feathers (Sri's Alchemy ingredient)
Hunger Tongue (Sri's Alchemy ingredient)
Lich Dust (Sri's Alchemy ingredient)
Ogrim Flesh (Sri's Alchemy ingredient)
Opal (Sri's Alchemy ingredient)
Salt Slaughterfish (Sri's Alchemy ingredient)
Sapphire (Sri's Alchemy ingredient)
Wolf Meat (Sri's Alchemy ingredient)
Wolf Ribs (Sri's Alchemy ingredient)
Fishbone (Sri's Alchemy ingredient)

This is the "Big Blue Text Jar" set. There are many of these, but they should be the easiest to do.

It would be ideal if we could add one wholly original set for all ingredients, but I'm very much afraid that after you do these (if you haven't already run screaming into the night) that you will be quite fed up with texturing jars, so I won't dare to hope.




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VagabondAngel
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2763315 - 07/04/04 09:46 AM

Aaaaaargh!!

That's alot - just so I've got it clear, what exactly do you require of me? Is it complete new textures for jar sets or editing/adding to existing ones? And give me some sort of direction/idea of the look you want if you can.

Its not a problem at all VW and running screaming into the night happens to be a hobby of mine so don't worry bout that Just two things:

1. I am incapable of rushing
2. Make sure I don't get carried away
3. Give me as clear a picture of what you want as you can - I'm dense
4. I quite obviously can't count

Hope that made sense in the translation to English

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MC_Stalker
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2763341 - 07/04/04 10:02 AM

Quote:

Grahl Eyeball




Is it unique ? I don't think so. The Flaming eye of the Lightkeeper is unique but not Grahl eyeball.

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Re: [WIP]: Buyable Alchemy Sorter [Re: MC_Stalker]
      #2763354 - 07/04/04 10:06 AM

Grahl eyeballs show up occassionally in those generic sacks and barrels you encounter everywhere.

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Re: [WIP]: Buyable Alchemy Sorter [Re: MC_Stalker]
      #2763360 - 07/04/04 10:11 AM

MC,
Quote:

The only ingredients for which I am NOT supplying sorter support are the unique, cursed, quest item and limited quantity ones.



While it's true that Grahl Eyeballs are not unique (neither is Human Flesh for example) they are only available in limited quantity. IIRC, only about a dozen of each are available in the game, and they do not appear on levelled lists. When they're gone, they're GONE! Hope that clears things up.

I have been painstakingly double-checking ALL ingredients from MW/TB/BM with that in mind, as a safeguard for the players.

VA,
A PM with full details is on its way. And thanks for being so staunch and valiant! Your courage is an example to us all!

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VagabondAngel
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2763387 - 07/04/04 10:26 AM

Quote:


And thanks for being so staunch and valiant! Your courage is an example to us all!




Hmmm - ever heard of setting a bad example? Thanks VW, I shall endeavour to fulfill my role as skillfully and as intrepidly as I can.

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MC_Stalker
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2763415 - 07/04/04 10:44 AM

Quote:

MC,
Quote:

The only ingredients for which I am NOT supplying sorter support are the unique, cursed, quest item and limited quantity ones.



While it's true that Grahl Eyeballs are not unique (neither is Human Flesh for example) they are only available in limited quantity. IIRC, only about a dozen of each are available in the game, and they do not appear on levelled lists. When they're gone, they're GONE! Hope that clears things up.




If you use Skricady's Alshemy they are not limited.

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VagabondAngel
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Re: [WIP]: Buyable Alchemy Sorter [Re: MC_Stalker]
      #2763425 - 07/04/04 10:47 AM

Quote:

Quote:

MC,
Quote:

The only ingredients for which I am NOT supplying sorter support are the unique, cursed, quest item and limited quantity ones.



While it's true that Grahl Eyeballs are not unique (neither is Human Flesh for example) they are only available in limited quantity. IIRC, only about a dozen of each are available in the game, and they do not appear on levelled lists. When they're gone, they're GONE! Hope that clears things up.




If you use Skricady's Alshemy they are not limited.




Pardon me for butting in here but MC_S, this is neither helpful nor relevant really is it? So how about giving the pedantry a break eh? Please?

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Re: [WIP]: Buyable Alchemy Sorter [Re: VagabondAngel]
      #2764151 - 07/04/04 03:08 PM

Okay, guys, let's not let this thread turn into one of the extra crispy ones, please!

Quote:

If you use Skricady's Alshemy they are not limited.



Thanks for pointing that out. While I took careful note of the ingredients added by Srikandi's Alchemy, I neglected to check for standard ingredients whose frequency was changed. I'll have another look at Sri's lists in more detail with an eye toward this.

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fable2
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2764177 - 07/04/04 03:13 PM

Quote:

While I took careful note of the ingredients added by Srikandi's Alchemy, I neglected to check for standard ingredients whose frequency was changed. I'll have another look at Sri's lists in more detail with an eye toward this.




The Grahl eyeballs do turn up as noted, in generic sacks. I wouldn't call 'em common, but I've acquired more than a dozen with relative ease just by my usual habit for investigating everything in the environment and thoroughly enjoying the view.

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MeghanAJH
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2764379 - 07/04/04 04:13 PM

forgive me for repeating myself please -

Vorwoda, do you know if the scripts will require their own special room in which to run or can they work in a one-room house without problems?

I'm think of Drake's original alchemy set where the scritps ran constantly on all the jars and were rather brute-force in their approach.

Maybe I'm just not understanding how you handle it, which is a very good chance really. Also, I'm not complaining - however you do it is a Good Thing, as far as I'm concerned. I'm just thinking ahead about my Morrowind Home.

Thanks!

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Re: [WIP]: Buyable Alchemy Sorter [Re: MeghanAJH]
      #2764442 - 07/04/04 04:29 PM

fable,
Thanks for confirmation. I guess I'll have to treat the Eyeballs as Sri's Ingredients (sorted in the Sri-friendly version, left alone in the standard version).

Sorry, Meghan, my apologies for missing your post!

There is a script on each jar, but except when a jar is activated (to move it or manually add/remove ingredients from it) the script on that jar will only run the first line. So these are extreme quickies except when you activate a jar, at which time that jar's script runs in depth.

The sorter's script works similarly, until you activate the sort routine (via dialogue or activation), only the minimal hooks are running, and when the sort is finished it self-terminates until your next activation.

So you shouldn't need a separate cell for an Alchemy Room, unless your house is already pushing the envelope.

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MeghanAJH
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2764973 - 07/04/04 07:27 PM

thanks - that just what I wanted to know!

And Vagabond Angel - I can't wait to see what you come up with!

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2807902 - 07/14/04 08:32 PM

How's it coming on the mod so far?
it's been a few since anyting was posted, so I thought I would ask.

I know how hard it is to squeak out time for modding, and the time it can take to DO it and test it.
(I'm working on adding quests for my Rune Mod 2, and WHOA! it's a chore)

will you be doing anything special with any of the jars?
such as: a transparent jar of eyeballs with 3 eyes in it, you SEE 3 eyes in it? (up to a limit of course)
just a thought I had, was gonna try it, but my time is full, having trouble getting a texture to Plane from the right direction... argh!)

will it be done by my B-Day? (7-17)
i doubt it, that's a lot of scripting...

good luck!
can't wait!


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fable2
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2808786 - 07/15/04 01:11 AM

(I'm working on adding quests for my Rune Mod 2, and WHOA! it's a chore)

And that is very good news--not the chore part, but the new work. I've been using the original, as you know, and enjoying it.

Vorwoda, however long it takes, let it take however long it needs. Do it according to your convenience, and right.

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VagabondAngel
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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2808922 - 07/15/04 01:52 AM

Are you sill in business VW? I aint received any of the stuff yet...

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Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2881565 - 08/03/04 01:26 AM

This is another very promising project of which newer members of the community may also have been unaware. My understanding is that it was nearing completion when the disruption of summer and Modtown descended.

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fable2
Disciple

Reged: 05/18/04
Posts: 1054
Loc: Currently: The US. Desired: The Netherlands.
Re: [WIP]: Buyable Alchemy Sorter [Re: Ronin49]
      #2945487 - 08/18/04 09:39 PM

I can only hope that work on it resumes--but we'll see.

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Polycrates
Acolyte

Reged: 06/17/03
Posts: 195
Re: [WIP]: Buyable Alchemy Sorter [Re: fable2]
      #2945718 - 08/18/04 10:42 PM

This sounds really fantastic if it ever sees the light of day.

One thing that caught my attention, isn't the problem of the jars being in a different room to the sorter negated by the jars needing to be persistent for sorting scripts to work at all in the first place? It might not make much sense for the ingredients to teleport, but it shouldn't cause crashes, should it?

Someone mentioned transparent glass jars though, does anyone know where to get these from?
Or any way to detect presence or absence of Sri's alchemy to allow sorting of those ingredients as well?



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

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Ronin49
Disciple

Reged: 03/08/04
Posts: 1792
Loc: Canada
Re: [WIP]: Buyable Alchemy Sorter [Re: Polycrates]
      #2945787 - 08/18/04 11:12 PM

Quote:

Or any way to detect presence or absence of Sri's alchemy to allow sorting of those ingredients as well?




See above for specifics.

Quote:

The only ingredients for which I am NOT supplying sorter support are the unique, cursed, quest item and limited quantity ones. So any ingredients which come from original MW/TB/BM which are not sorted are rare or important for some reason, and are deliberately not referenced in my scripts because doing so might cause you to screw up a quest or use up the only such item in the world without realizing that you'll never find any more of them.




--------------------
"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,
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Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: [WIP]: Buyable Alchemy Sorter [Re: ]
      #2946741 - 08/19/04 09:00 AM

Many other mods add new ingredients to MW.
Would it be possible to have an "others" jar that would "take the leftovers?"


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fable2
Disciple

Reged: 05/18/04
Posts: 1054
Loc: Currently: The US. Desired: The Netherlands.
Re: [WIP]: Buyable Alchemy Sorter [Re: Iudas]
      #2946796 - 08/19/04 09:27 AM

Make that "jars." KWShipman's house mod, for instance, already includes a single jar for that purpose, but I'm running other mods that add another eight ingredients.

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