Rather excited and installed carefully. Had it not function when I installed it just coping over the included MWSE file. No way of knowing if it just didn't install correctly or not as when I carefully installed it manually into MWSE it worked just fine.
I have a little tweak for your mod. When leveling alchemy, you usually want to know how many ingredients you have to achieve a certain effect and how valuable those ingredients are. I simply appended that information to the ingredient names by modifying the following functions like this. ?function makeIngrList(p) for _,v in pairs(this.playerIngredients) do local tmpId = tes3ui.registerID(d.pfx .. "txt" .. ts(v.object.id)) local txt = v.object.name .. " x " .. ts(v.count) .. " (" .. ts(v.object.value) .. "g)" local tmpTxt = makeClickable{parent = p, id = tmpId, text = txt, same = true, pad = 2} tmpTxt.autoWidth = true tmpTxt.widthProportional = 1.0 end end
function this.initAvailList() for index, val in ipairs(this.playerIngredients) do local tmpFx = makeIngredientFXList(val.object.effects, val.object.effectAttributeIds, val.effectsSkillIds) iname = val.object.name local tmpStr = iname .. " x " .. ts(val.count) .. " (" .. ts(val.object.value) .. "g)" for index2, val2 in ipairs(tmpFx) do if (val2 ~= "xx") then local fxp = fxIsPresent(this.currentFx, (ts(val2))) fxid = ts(val2) if (not fxp) then this.currentFx[fxid] = {tmpStr} -- make new fx entry else table.insert(this.currentFx[fxid], tmpStr) end -- update fx entry by adding ingredient name end end end this.makeAvailStrings() end
Apparently, the window width does not scale very well with the increased text width, so you might need to add some further tweaks to account for that. I am super happy with that additional information, 'though, as it really helps me leveling up my alchemy.
That's a pretty nice little tweak. To change the width of the ingredient window, open up main.lua and change pane.minWidth = 250 to pane.minWidth = 350 and that should be enough to comfortably accommodate longer ingredient names.
Hi, this looks like a cool mod! I'd like to try if it works better then the 'mwse alchemy filter' mod for me. Because your menu looks more appealing in the screenshots (scrolling through all the menu's in the 'mwse alchemy filter' mod is annoying for me).
But I couldn't get your mod to work.
I installed it through Wrye Mash and I have installed all the requirements you listed . I even installed the whole Tamriel Rebuilt. I was in the alchemy menu when trying your hotkey. I changed the hotkey in main.lua. I disabled the 'mwse alchemy filter' mod and ran Mlox again. I repaired my save game in Wrye Mash. I got an error log after that but maybe that function isn't working all that well anymore in Wrye Mash. Here is my modlist: https://pastebin.com/xrHngVKk . I'll try to update it tonight with my recently installed mods and full mod list (not only the esp's). I didn't have a mortal and pestle: could that be a problem? My character is only level 3. I'll try starting a new game and cheating myself a mortal and pestle. Any other ideas why it doesn't work?
Edit: full mod list here: https://pastebin.com/bsCz0cBC and esp list here: https://pastebin.com/h5Nyw1rb
I apologize I forgot about the posts since I've not made too many mods, I feel like a negligent absent father oops. If I remember to do so I'll try to look into this issue.
ok it turns out I'm kinda dumb. I made a MWSE mod but didn't list MWSE in the requirements. I started a fresh game with only the (updated) requirements and it was working as expected. I am so incredibly sorry about this.
So I have had this pfx thing as well and I think this fix works.
Ver 2 (of the mod) has it's data.lua in this format: local data = {} data.pfx = "AHelp:" data.effects = ...
whereas V1 (all effects listed) has a data.lua file like this: local data = {} data.effects = ...
There is no "pfx" in the ver 1 as far as I can see. However, the main.lua (that is what starts the mod as I understand it) tries to use the value pfx from the data.lua file, but being that (v1) left this out, the script can't find it (it doesnt exist) and the mod script stops.
I just added back the
data.pfx = "AHelp."
line into the data.lua file within the , so the file now looks like this:
local data = {} data.pfx = "AHelp:" data.effects =? ... (etc)
So the beginning matches the V2 mod.
I don't know if this will break at some point but in that case it might be easier to just use v2. It seems to work. I just tried using it just now, a couple of times, and idk if anything's missing.
I think the script is pretty clean so it wouldn't be too hard, to fix, if there was some other small thing, I think. I am not volunteering rn though lol. No more juice left xD
I totally get that. I'll try to remember and see what I can do. It's been a bit since I've played morrowind so I'd have to do a fresh install to figure it out.
Error in event callback: Data Files\MWSE\mods\AlchHelp\main.lua:20: attempt to concatenate field 'pfx' (a nil value) stack traceback: .\Data Files\MWSE\core\event.lua:147: in function '__concat' Data Files\MWSE\mods\AlchHelp\main.lua:20: in function <Data Files\MWSE\mods\AlchHelp\main.lua:5> [C]: in function 'xpcall' .\Data Files\MWSE\core\event.lua:160: in function <.\Data Files\MWSE\core\event.lua:150>
Since it's alchemy, and we all know we're working with ingredients, in order to save space, there's really no need for the "Ing," prefix for each Ingredient.
Haven't tried it yet, but will keep watch, I saw your note about future plans and hope that you add the feature to restrict seeing ingredients on basis of alchemy level. I like convenience but not necessarily cheaty type stuff.
27 comments
i've tried vortex download, and manual install
Had it not function when I installed it just coping over the included MWSE file. No way of knowing if it just didn't install correctly or not as when I carefully installed it manually into MWSE it worked just fine.
?function makeIngrList(p)
for _,v in pairs(this.playerIngredients) do
local tmpId = tes3ui.registerID(d.pfx .. "txt" .. ts(v.object.id))
local txt = v.object.name .. " x " .. ts(v.count) .. " (" .. ts(v.object.value) .. "g)"
local tmpTxt = makeClickable{parent = p, id = tmpId, text = txt, same = true, pad = 2}
tmpTxt.autoWidth = true
tmpTxt.widthProportional = 1.0
end
end
function this.initAvailList()
for index, val in ipairs(this.playerIngredients) do
local tmpFx = makeIngredientFXList(val.object.effects, val.object.effectAttributeIds, val.effectsSkillIds)
iname = val.object.name
local tmpStr = iname .. " x " .. ts(val.count) .. " (" .. ts(val.object.value) .. "g)"
for index2, val2 in ipairs(tmpFx) do
if (val2 ~= "xx") then
local fxp = fxIsPresent(this.currentFx, (ts(val2)))
fxid = ts(val2)
if (not fxp) then this.currentFx[fxid] = {tmpStr} -- make new fx entry
else table.insert(this.currentFx[fxid], tmpStr) end -- update fx entry by adding ingredient name
end
end
end
this.makeAvailStrings()
end
Apparently, the window width does not scale very well with the increased text width, so you might need to add some further tweaks to account for that. I am super happy with that additional information, 'though, as it really helps me leveling up my alchemy.
pane.minWidth = 250
topane.minWidth = 350
and that should be enough to comfortably accommodate longer ingredient names.But I couldn't get your mod to work.
I installed it through Wrye Mash and I have installed all the requirements you listed . I even installed the whole Tamriel Rebuilt. I was in the alchemy menu when trying your hotkey. I changed the hotkey in main.lua. I disabled the 'mwse alchemy filter' mod and ran Mlox again. I repaired my save game in Wrye Mash. I got an error log after that but maybe that function isn't working all that well anymore in Wrye Mash. Here is my modlist: https://pastebin.com/xrHngVKk . I'll try to update it tonight with my recently installed mods and full mod list (not only the esp's). I didn't have a mortal and pestle: could that be a problem? My character is only level 3. I'll try starting a new game and cheating myself a mortal and pestle. Any other ideas why it doesn't work?
Edit: full mod list here: https://pastebin.com/bsCz0cBC and esp list here: https://pastebin.com/h5Nyw1rb
Ver 2 (of the mod) has it's data.lua in this format:
local data = {}
data.pfx = "AHelp:"
data.effects = ...
whereas V1 (all effects listed) has a data.lua file like this:
local data = {}
data.effects = ...
There is no "pfx" in the ver 1 as far as I can see. However, the main.lua (that is what starts the mod as I understand it) tries to use the value pfx from the data.lua file, but being that (v1) left this out, the script can't find it (it doesnt exist) and the mod script stops.
I just added back the
data.pfx = "AHelp."
line into the data.lua file within the , so the file now looks like this:
local data = {}
data.pfx = "AHelp:"
data.effects =? ... (etc)
So the beginning matches the V2 mod.
I don't know if this will break at some point but in that case it might be easier to just use v2. It seems to work. I just tried using it just now, a couple of times, and idk if anything's missing.
I think the script is pretty clean so it wouldn't be too hard, to fix, if there was some other small thing, I think. I am not volunteering rn though lol. No more juice left xD
Error in event callback: Data Files\MWSE\mods\AlchHelp\main.lua:20: attempt to concatenate field 'pfx' (a nil value)
stack traceback:
.\Data Files\MWSE\core\event.lua:147: in function '__concat'
Data Files\MWSE\mods\AlchHelp\main.lua:20: in function <Data Files\MWSE\mods\AlchHelp\main.lua:5>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\event.lua:160: in function <.\Data Files\MWSE\core\event.lua:150>
Since it's alchemy, and we all know we're working with ingredients, in order to save space, there's really no need for the "Ing," prefix for each Ingredient.
instead of
Ing, Willow Anther
Ing, Scamp Skin
this would suffice
Willow Anther
Scamp Skin
Just a suggestion