With the new update, many changes have been made to the mod. You can check the changelog for details.
I’d like to thank the translators once again, but since the new update also modified the localization files, I kindly ask you to update your translations accordingly.
Both potions and recipes have now been distributed to merchants across both maps. I tried to consider your potion suggestions, and I especially wanted to create a potion related to alcoholism. However, I realized it wouldn’t be much different from Henry's Hair o' Dog potion, so I decided against it.
Please don’t forget to share your feedback and potion suggestions if you have any. However, instead of general comments like "I didn't like this," I'd appreciate more specific feedback, such as "this potion is overpowered" or "this item's price should be higher."
Update (v1.3): I noticed that the game will add a new potion in the next DLC (it is already in the game code), and it uses the same recipe ID as one of my potions. The conflicting ID has been changed.
Update (v1.4): A small mistake in the recipe of Mender's Balm has been fixed, thanks to Sylien.
LD's New Books: These two mods are compatible with each other. However, if you're using the Rich Merchants or A Little Richer Merchants mods, you'll need a compatibility file that includes both the book and potion mods. It has now been added to the optional files. The compatibility files in both mods are completely the same, even though their versions may differ.
Just got this mod and I absolutely love it, but there is one thing that bothers me. Viper's Kiss feels like a worse bane poison since it seems to wear off in less than a few hits. Is there a way to make it last longer on a weapon or douse more arrows per bottle?
Making a good poison was harder than I thought, since its effect isn’t as obvious as the others. So, I understand your complaint. Viper’s Kiss also causes enemies to attack less, which is why its damage is lower than Bane’s, for balance reasons. I’m planning to add one more poison, and I’ll also consider reworking Viper’s Kiss.
I am currently working on a Czech translation cause the one that exists on the site doesn't quite fit my preference. I have a question, though. When you made the Ghost's Breath potion, did you know there was a potion called Padfoot in the first game that basically helped with stealth? I think it's a slightly missed opportunity to bring that name into the second game, and the name fits perfectly with your potion's effect. Just wanna know if it was a deliberate choice on your part. You did include the Amor perfume from the first game, so that got me curious.
Well, I knew such a potion existed, but I didn’t think it was the same kind as Ghost’s Breath. Even though they’re both stealth potions, their effects are actually quite different. Padfoot increases some stealth-related skills, while Ghost’s Breath reduces noise. I used Amor because the effects were the same. Of course, you can rename it in your game, it’s totally up to you. I do that a lot myself.
I don’t know much Czech, just Ahoj, já jsem lecdabster. Jak se jmenuješ? Děkuji :D So, I also don't know much about the Czech translation. If there’s a mistake, I think the author Sam15SVK will fix it when you point it out. If it’s something else, feel free to go ahead.
No, it's absolutely fine. There is a pretty common idiom in Czech that translates to 'silent as a ghost' or that you 'walk like a ghost' when you accidentally sneak up on someone, for example, so it's fine. Also, my different preference from the existing Czech localization was the fact that instead of the vanilla "weak" "strong" and "henry's" prefixes for potion quality, he does the I, II, III, and IV suffixes present in some sorting mods, which I don't use.
The only names that feel slightly weird in the world is Chameleon Brew since I don't think anyone in medieval Bohemia knew what a chameleon was, but it fits the effect of the potion, so I get it. And also the Titan's Strength, since the idea of titans doesn't fit into the folklore like, for example, it would fit in Greece. I did translate that as 'Bivoj' (which is a slight nod to the potion from the first game), since that is a person from a Czech myth, about a really strong guy who wrestled a boar (the strength component of your potion) and then carried it on his back (the carry weight component of your potion). And it still points to some mythical strong being (which titans are).
None of this takes away from what I said before though, really love the mod.
Hi, the Easy Alchemy mod has 17 different versions. If I were to make one, I’d have to do it for each version, so I probably won’t make one. However, I can teach you how to modify my mod to suit your preferences.
First, make sure to back up anything you plan to edit. You might already know most of what I’m going to explain, but I’ll write it out here in case someone else wants to do something similar. I suggest that you only change the basic things if you’re not sure what you’re doing.
1. Unpack LDPotions.pak in my mod and you’ll see a Libs folder. The alchemy recipes are located in Libs\Tables\minigame\AlchemyRecipe__ldpotions.xml. 2. You can open this .xml file with any text editor. I personally use Notepad++, but other editors work as well. You’ll see that each recipe is in the following format:
3. In the first row, it says BaseQualityRewardXP="18". You can change the 18 to increase or decrease the base amount of XP gained. You also earn extra XP from each step. 4. You can see the Products section. Here, you can change the MaxYield value to give more potions. 5. IsMilled('xxxx', 1) conditions check whether the ingredient needs grinding. 1 means it needs to be ground, 0 means it doesn't. You can change all the 1s to 0s to remove the grinding requirement. 6. WeakBoilingTime('xxx', n) means you need to boil this ingredient a total of n times (including the boiling after adding other ingredients). StrongBoilingTime('xxx', n) means you need to boil it using the bellows. You can change the n values to 0 to remove the boiling requirement completely. 7. IsBaseDistilled(0) means there is no need to distill at the end. IsBaseDistilled(1) means distillation is required. You can change the 1s to 0s to remove the distillation step. 8. After you’re done with editing, use Pak Builder to create LDPotions.pak again.
You need to do this for each recipe. I’ve explained everything the Easy Alchemy Mod does. You can now modify my mod according to version you use.
Hi there, any chance to make a potion to temporarily increase our horse's speed? It would apply the same as a perfume (aka no nourishment or rest bonus when used) . It would act as a drink for our horse.
Btw., these all potions in a mix start to be quite OP. The effects are adequate, but I believe they should last shorter time to balance them better (for example to make them to last from 5-40 minutes of real time, depending on the quality leveljust as certain vanilla potions do - instead of 24 in-game hours for example).
Anyway, great work... any plans for upping the mod to the Steam workshop too?
Hi, I had a similar potion idea, but it might cause some unrealistic scenarios. For example, if you're in a place where you can't access your horse, using something that your horse will drink feels a bit unrealistic. Also, a horse's speed is not a stat that belongs to you, but to the horse itself. As far as I know, potion buffs can only modify your own stats (except for poisons).
About overpowered effects, yes, I was worried that these potions might be too strong. I tried to balance them by using special alchemy ingredients so that players cannot craft them in the first couple of hours of gameplay. There are only three potions with long duration times: Titan's Strength, Orator's Brew, and Tyrant's Essence. The last two have long durations because they are similar to the Fox potion. The first one lasts longer because you might need more than a couple of hours to carry your stuff to your chest. The rest of the potions have durations of 2–9 in-game hours, which is equivalent to 8–36 minutes of real time.
Lastly, regarding the Steam Workshop, I encountered a problem that prevents me from uploading anything. If the workshop doesn't provide any money or money-equivalent privileges, you can upload it on my behalf by referencing me and this Nexus page. Also, it would be great if you could also add localizations made by other authors, of course, after having their permission.
It might use the same statBuff as the horseshoes do for the horse speed so it could be reusable... maybe. But I guess you know the stuff better than I do as I only translate your work.
Yep - the mods there do not give any money or privileges. I will upload it fully crediting you along with the link to your nexus profile. It is possible to upload the localizations as separate mods so I will leave that to those other guys who made them - they are still outdated for the old version anyway. I will be upping the Czech one there as a separate one too.
Ok, the separate modes for translations only seem to be somehow broken on Steam workshop... at one attempt works, at the other same one doesn't. Wtf... I guess all the languages will have to be ideally all in the 1 mod indeed to work reliably.
I managed to publish it and also my CZ translation separately and it works now it seems, I clearly stated at the start of its description that the mod belongs to you and provided links to your profile here and to the mod here on the Nexus. LD's New Potions on Steam workshop
If you any time manage to fix your problem and up it to the Steam by yourself, just say so and I will delete my upped instance. Btw, what is your Steam name? In the Steam workshop there is some page for naming collaborators for a mod (as Steam users who participated on the mod, so I would add you there and set as close to the owner as possible... if possible).
Hi, I just made a working prototype of a perk for buffing the horse stats (took a lot of sweat). I will experiment and try to use it via potion activation. Should work the same as any potion perk/buff for Henry.
Hi, there is a log file named "kcd.log" in the game's directory. Open it with a notepad and use Ctrl+F to search for the name "ldpotions". If there is no result, it means you didn't install it correctly. If there is, then check what it says. If it doesn't say something like "disabled" or anything indicating that the mod is not working, then the mod should be working.
If you're not sure whether you installed it correctly, you can use the Vortex mod manager.
Nvm looks like its working. I'm able to console in the recipe but Aranka still isn't selling any of the new recipes it seems. I could have sworn i saw somewhere saying she should be selling some of the recipes and thanks for the help.
She should be selling it. That means there's another mod editing Aranka's inventory. I’ve added compatibility files for the most popular mods, use them if you're using a corresponding mod. If it's due to a different mod, then unfortunately, you'll need to create your own compatibility file.
I start translating your mod to my native laungage, and i almost finished, but i have one question. How can i change the format from zip(i converted with winrar) to pak file? After i do this from properities, the windows show me that the file is damaged. Thanks for help, and congratulations for making great mod. ;)
Hi! First of all, thank you for this mod. I am loving the new potions.
Here's an idea for a new one (not really lol). Is it possible to add the Preserver from KCD 1? I was kind of surprised it didn't make it to the second game. Even though there are some mods that make the perk Art of Preservation basically make food and herbs unspoilable or just make them unspoilable from the getgo without the perk, I would still like to see the Preserver potion back for immersion purposes. As for its effects, naturally the better the quality, it restores more freshness of food (and maybe herbs as well?). And perhaps, the highest quality it decreases the spoiling rate, too?
Thanks. I will try to implement it, but in KCD1, the preserver had its own mechanic for choosing food to apply it to, similar to how you choose food to poison. Many of the mechanics are still accessible in KCD2, maybe this one is too.
Honestly this is one of my favorite mods as your potions fit so perfectly to the game, and are not balance breaking in anyway.
So a big thank you.
May I suggest these additional potions for your consideration? (If its possible.)
Hemlock Balm(or: Bloodbinder Tonic, Crimson Coagulant) Stops bleeding instantly, preventing further blood loss. (Thickens blood and stops bleeding or slows bleeding. Consider temporary penalty to charisma due to smell)
Enduring Tonic(or: Iron Gut Brew, Hungerless Draught) Slows hunger/metablism, letting you go longer without food. (For those who play on hardcore or with realism/rp mods, reduces hunger rate, consider temporary reduction to stamina for not needing to consume as much food)
Focus Draught(or: Sleepless Tonic, Vigilant Brew) Wards off exhaustion and drowsiness but may cause restlessness. (For those who play hardcore or with realism/rp mods, Slows fatigue, adds energy, reduces sleep need, consider temporary penalty to speech due to lack of sleep)
Scholar’s Tonic(or: Quickstudy Brew, Scribe’s Elixir) Sharpen your focus, letting you read books faster. (Temporarily increases reading speed.)
Hushleaf Infusion(or: Slumberwine Tonic, Nightfall Elixir) Calms the body, allowing rest even when full of energy. (For those who play hardcore or with realism/rp mods, Reduces energy to enable sleep. Consider temporary penalty to speed due to depressant effects)
Mastery Brew(or: Battle Wisdom Elixir, Sage’s Insight Tonic) Enhances focus and learning, boosting combat and reading experience. (Temporarily increases XP gain by 5-10% in combat and reading.)
I’m really glad that you like it. I can definitely try to implement your potion ideas. I’m currently waiting for the official hardcore mode to play the game. In the meantime, I’m making a modlist and developing some mod ideas specifically for hardcore gameplay. Your ideas seem really fitting for that style. However, I shouldn’t make any promises, for example, I thought I could make a good potion for alcoholism and told people in the comments that I would, but it turned out the alcoholism system is more complicated than I expected.
That said, I’ll do my best to bring your ideas to life because they genuinely look great. Here are my thoughts on your suggestions:
Hemlock Balm: There is already an alternative to bandages in this mod, Mender's Balm. If you’re suggesting adding another one that doesn’t use the bandage mechanic, it might be a bit tricky, because bleeding isn’t a single unified effect; different parts of the body can bleed individually. I’m also not sure if I can add a debuff to Mender's Balm like the one you suggested, since it’s not exactly treated as a standard potion. But if I can, I might consider adding a Charisma debuff to Mender’s Balm, bad smell of balm seems realistic.
Enduring Tonic: I tried MagusTheMagician's Hardcore mod, and hunger is definitely a problem in a hardcore gameplay. So, definitely give this one a try.
Focus Draught: I tried to add some instant debuffs right after a buff ends. For example, increasing combat stats for a while, then penalizing hunger and exhaustion once the effect wears off. Unfortunately, that didn’t work and seems to require more advanced coding skills than I currently have. :D If I had managed to get that working, I could’ve implemented your idea that way. Otherwise, it ends up being very similar to the Cockerel potion.
Scholar's Tonic: Only increasing speed might make this potion really underpowered (also fox potion already does that), but also increasing reading quality (a multiplier to the gained XP) makes it worthwhile.
Hushleaf Infusion: There is a derived stat (a stat that can be changed by buffs) called "oversleepness." I’m not sure what it actually does, it’s 0 by default. If it turns out to allow sleeping past normal limits, I might be able to use it for this.
Mastery Brew: There is one type of XP multiplier that affects all XP gains, and there are also specific XP multipliers for certain skills. These include Swords, Craftsmanship, Survival, Heavy Weapons, Marksmanship, and Scholarship which are the same ones used in Martin's Heritage and Radzig's Heritage perks. That means Polearms, Unarmed, and Warfare are missing to complete all types of combat skills.
If I can solve the problems I mentioned here or somehow work around them, I can do it the way you have in mind. Otherwise, I'll add potions with slightly different effects using my own solutions (or will not add at all unfortunely). If you have any suggestions or other ideas, feel free to share them.
Im getting an issue with the New potions I go to aranka at the nomads camp to get buy the recipes so I can brew the new potions however when I trade with her she dosen't have both the new potions and recipes. I use this mod and the compatibility file for richer merchants (https://www.nexusmods.com/kingdomcomedeliverance2/mods/73) however when I remove Richer merchants the potions appear in the trade menu. Im not sure if this is something you can fix on your end or I have to go to the Richer merchants page and ask there
I just checked and didn’t encounter the issue, the compatibility file works fine. You should replace the 'richermerchants.pak' file inside 'richermerchants\Data' with mine. If you're placing it in the Mods folder like a separate mod, it won’t work.
Your poitions were in confilct with my, I used 70 and 71, now Im using 90 and 91 for recipe. Plase can you exclude in future 90 and 91 IDs. https://www.nexusmods.com/kingdomcomedeliverance2/mods/1098. Now we are full compatible. Youre recipes are great work. I appreciate your approche to recipes, no OP, just some option how to at begining increase for sort time some stat.
116 comments
I’d like to thank the translators once again, but since the new update also modified the localization files, I kindly ask you to update your translations accordingly.
Both potions and recipes have now been distributed to merchants across both maps. I tried to consider your potion suggestions, and I especially wanted to create a potion related to alcoholism. However, I realized it wouldn’t be much different from Henry's Hair o' Dog potion, so I decided against it.
Please don’t forget to share your feedback and potion suggestions if you have any. However, instead of general comments like "I didn't like this," I'd appreciate more specific feedback, such as "this potion is overpowered" or "this item's price should be higher."
Update (v1.3): I noticed that the game will add a new potion in the next DLC (it is already in the game code), and it uses the same recipe ID as one of my potions. The conflicting ID has been changed.
Update (v1.4): A small mistake in the recipe of Mender's Balm has been fixed, thanks to Sylien.
LD's New Books: These two mods are compatible with each other. However, if you're using the Rich Merchants or A Little Richer Merchants mods, you'll need a compatibility file that includes both the book and potion mods. It has now been added to the optional files. The compatibility files in both mods are completely the same, even though their versions may differ.
A compatibility patch for Richer Merchants is added.
Thanks you all. Wishing you a great time playing and modding! Don't forget to endorse!
I am currently working on a Czech translation cause the one that exists on the site doesn't quite fit my preference. I have a question, though. When you made the Ghost's Breath potion, did you know there was a potion called Padfoot in the first game that basically helped with stealth? I think it's a slightly missed opportunity to bring that name into the second game, and the name fits perfectly with your potion's effect. Just wanna know if it was a deliberate choice on your part. You did include the Amor perfume from the first game, so that got me curious.
I don’t know much Czech, just Ahoj, já jsem lecdabster. Jak se jmenuješ? Děkuji :D So, I also don't know much about the Czech translation. If there’s a mistake, I think the author Sam15SVK will fix it when you point it out. If it’s something else, feel free to go ahead.
The only names that feel slightly weird in the world is Chameleon Brew since I don't think anyone in medieval Bohemia knew what a chameleon was, but it fits the effect of the potion, so I get it. And also the Titan's Strength, since the idea of titans doesn't fit into the folklore like, for example, it would fit in Greece. I did translate that as 'Bivoj' (which is a slight nod to the potion from the first game), since that is a person from a Czech myth, about a really strong guy who wrestled a boar (the strength component of your potion) and then carried it on his back (the carry weight component of your potion). And it still points to some mythical strong being (which titans are).
None of this takes away from what I said before though, really love the mod.
Can you make an compatibility patch for Easy Alchemy( i mean the increased amout of potions you make "yield")?
First, make sure to back up anything you plan to edit. You might already know most of what I’m going to explain, but I’ll write it out here in case someone else wants to do something similar. I suggest that you only change the basic things if you’re not sure what you’re doing.
1. Unpack LDPotions.pak in my mod and you’ll see a Libs folder. The alchemy recipes are located in Libs\Tables\minigame\AlchemyRecipe__ldpotions.xml.
2. You can open this .xml file with any text editor. I personally use Notepad++, but other editors work as well. You’ll see that each recipe is in the following format:
3. In the first row, it says BaseQualityRewardXP="18". You can change the 18 to increase or decrease the base amount of XP gained. You also earn extra XP from each step.
4. You can see the Products section. Here, you can change the MaxYield value to give more potions.
5. IsMilled('xxxx', 1) conditions check whether the ingredient needs grinding. 1 means it needs to be ground, 0 means it doesn't. You can change all the 1s to 0s to remove the grinding requirement.
6. WeakBoilingTime('xxx', n) means you need to boil this ingredient a total of n times (including the boiling after adding other ingredients).
StrongBoilingTime('xxx', n) means you need to boil it using the bellows. You can change the n values to 0 to remove the boiling requirement completely.
7. IsBaseDistilled(0) means there is no need to distill at the end. IsBaseDistilled(1) means distillation is required. You can change the 1s to 0s to remove the distillation step.
8. After you’re done with editing, use Pak Builder to create LDPotions.pak again.
You need to do this for each recipe. I’ve explained everything the Easy Alchemy Mod does. You can now modify my mod according to version you use.
Btw., these all potions in a mix start to be quite OP. The effects are adequate, but I believe they should last shorter time to balance them better (for example to make them to last from 5-40 minutes of real time, depending on the quality level just as certain vanilla potions do - instead of 24 in-game hours for example).
Anyway, great work... any plans for upping the mod to the Steam workshop too?
About overpowered effects, yes, I was worried that these potions might be too strong. I tried to balance them by using special alchemy ingredients so that players cannot craft them in the first couple of hours of gameplay. There are only three potions with long duration times: Titan's Strength, Orator's Brew, and Tyrant's Essence. The last two have long durations because they are similar to the Fox potion. The first one lasts longer because you might need more than a couple of hours to carry your stuff to your chest. The rest of the potions have durations of 2–9 in-game hours, which is equivalent to 8–36 minutes of real time.
Lastly, regarding the Steam Workshop, I encountered a problem that prevents me from uploading anything. If the workshop doesn't provide any money or money-equivalent privileges, you can upload it on my behalf by referencing me and this Nexus page. Also, it would be great if you could also add localizations made by other authors, of course, after having their permission.
Yep - the mods there do not give any money or privileges. I will upload it fully crediting you along with the link to your nexus profile. It is possible to upload the localizations as separate mods so I will leave that to those other guys who made them - they are still outdated for the old version anyway. I will be upping the Czech one there as a separate one too.
If you any time manage to fix your problem and up it to the Steam by yourself, just say so and I will delete my upped instance. Btw, what is your Steam name? In the Steam workshop there is some page for naming collaborators for a mod (as Steam users who participated on the mod, so I would add you there and set as close to the owner as possible... if possible).
My Steam if you would be willing to add me so I can add you. Sam_15_SVK (Steam profile link)
I'm pretty new to modding my games, but mod is not working after following instructions on installing mod. any idea as to why?
If you're not sure whether you installed it correctly, you can use the Vortex mod manager.
I start translating your mod to my native laungage, and i almost finished, but i have one question. How can i change the format from zip(i converted with winrar) to pak file? After i do this from properities, the windows show me that the file is damaged. Thanks for help, and congratulations for making great mod. ;)
I finish the translation, do i need to have your permission, if i want to public it?
Here's an idea for a new one (not really lol). Is it possible to add the Preserver from KCD 1? I was kind of surprised it didn't make it to the second game.
Even though there are some mods that make the perk Art of Preservation basically make food and herbs unspoilable or just make them unspoilable from the getgo without the perk, I would still like to see the Preserver potion back for immersion purposes. As for its effects, naturally the better the quality, it restores more freshness of food (and maybe herbs as well?). And perhaps, the highest quality it decreases the spoiling rate, too?
So a big thank you.
May I suggest these additional potions for your consideration? (If its possible.)
Hemlock Balm (or: Bloodbinder Tonic, Crimson Coagulant)
Stops bleeding instantly, preventing further blood loss. (Thickens blood and stops bleeding or slows bleeding. Consider temporary penalty to charisma due to smell)
Enduring Tonic (or: Iron Gut Brew, Hungerless Draught)
Slows hunger/metablism, letting you go longer without food. (For those who play on hardcore or with realism/rp mods, reduces hunger rate, consider temporary reduction to stamina for not needing to consume as much food)
Focus Draught (or: Sleepless Tonic, Vigilant Brew)
Wards off exhaustion and drowsiness but may cause restlessness. (For those who play hardcore or with realism/rp mods, Slows fatigue, adds energy, reduces sleep need, consider temporary penalty to speech due to lack of sleep)
Scholar’s Tonic (or: Quickstudy Brew, Scribe’s Elixir)
Sharpen your focus, letting you read books faster. (Temporarily increases reading speed.)
Hushleaf Infusion (or: Slumberwine Tonic, Nightfall Elixir)
Calms the body, allowing rest even when full of energy. (For those who play hardcore or with realism/rp mods, Reduces energy to enable sleep. Consider temporary penalty to speed due to depressant effects)
Mastery Brew (or: Battle Wisdom Elixir, Sage’s Insight Tonic)
Enhances focus and learning, boosting combat and reading experience. (Temporarily increases XP gain by 5-10% in combat and reading.)
That said, I’ll do my best to bring your ideas to life because they genuinely look great. Here are my thoughts on your suggestions:
Hemlock Balm: There is already an alternative to bandages in this mod, Mender's Balm. If you’re suggesting adding another one that doesn’t use the bandage mechanic, it might be a bit tricky, because bleeding isn’t a single unified effect; different parts of the body can bleed individually. I’m also not sure if I can add a debuff to Mender's Balm like the one you suggested, since it’s not exactly treated as a standard potion. But if I can, I might consider adding a Charisma debuff to Mender’s Balm, bad smell of balm seems realistic.
Enduring Tonic: I tried MagusTheMagician's Hardcore mod, and hunger is definitely a problem in a hardcore gameplay. So, definitely give this one a try.
Focus Draught: I tried to add some instant debuffs right after a buff ends. For example, increasing combat stats for a while, then penalizing hunger and exhaustion once the effect wears off. Unfortunately, that didn’t work and seems to require more advanced coding skills than I currently have. :D If I had managed to get that working, I could’ve implemented your idea that way. Otherwise, it ends up being very similar to the Cockerel potion.
Scholar's Tonic: Only increasing speed might make this potion really underpowered (also fox potion already does that), but also increasing reading quality (a multiplier to the gained XP) makes it worthwhile.
Hushleaf Infusion: There is a derived stat (a stat that can be changed by buffs) called "oversleepness." I’m not sure what it actually does, it’s 0 by default. If it turns out to allow sleeping past normal limits, I might be able to use it for this.
Mastery Brew: There is one type of XP multiplier that affects all XP gains, and there are also specific XP multipliers for certain skills. These include Swords, Craftsmanship, Survival, Heavy Weapons, Marksmanship, and Scholarship which are the same ones used in Martin's Heritage and Radzig's Heritage perks. That means Polearms, Unarmed, and Warfare are missing to complete all types of combat skills.
If I can solve the problems I mentioned here or somehow work around them, I can do it the way you have in mind. Otherwise, I'll add potions with slightly different effects using my own solutions (or will not add at all unfortunely). If you have any suggestions or other ideas, feel free to share them.
Im getting an issue with the New potions I go to aranka at the nomads camp to get buy the recipes so I can brew the new potions however when I trade with her she dosen't have both the new potions and recipes. I use this mod and the compatibility file for richer merchants (https://www.nexusmods.com/kingdomcomedeliverance2/mods/73) however when I remove Richer merchants the potions appear in the trade menu. Im not sure if this is something you can fix on your end or I have to go to the Richer merchants page and ask there
Thanks for the help
Now we are full compatible. Youre recipes are great work. I appreciate your approche to recipes, no OP, just some option how to at begining increase for sort time some stat.