Sorry it took so long, but I just uploaded a version with support for Heart Breaker! I had to figure out a better way to support new ingredients first or I was going to end up with infinite versions for every combination of outside mods.
mikegray wrote: Say - the ported mod is working very nicely for me in my current playthrough.
One thing I've noticed: It doesn't seem to be showing up in merchant inventories, even though I see the correct settings in TESxEdit and no other mod is overwriting them. That is, I've found several tomes here and there in Skyrim (3 so far), but no alchemist has ever sold one. Not quite sure what could be causing this problem.
Hmmm, I'm not sure either. Are vanilla recipes showing up in the merchant inventory? I know that they're extremely rare for me, but that's because I use Scarcity. The books should show up anywhere that recipes do.
Actually, yeah. I get 3 vanilla recipes in each merchant inventory. Just no books ...
Sorry for the late reply. You'll need the skybirds CACO patch, it's what actually adds the ingredients. it can be found here- https://www.nexusmods.com/skyrim/mods/70430/?tab=files
Say - the ported mod is working very nicely for me in my current playthrough.
One thing I've noticed: It doesn't seem to be showing up in merchant inventories, even though I see the correct settings in TESxEdit and no other mod is overwriting them. That is, I've found several tomes here and there in Skyrim (3 so far), but no alchemist has ever sold one. Not quite sure what could be causing this problem.
Hmmm, I'm not sure either. Are vanilla recipes showing up in the merchant inventory? I know that they're extremely rare for me, but that's because I use Scarcity. The books should show up anywhere that recipes do.
Here's Mike from reddit. I'll download and port to SSE to use with my SSE build of CACO!
P.S. Quick PSA: If you're interested in doing a port of this mod, you should be aware that it's tricky. - Before you even start, you need a working SSE port of CACO - which, beyond several standard porting tasks, requires working SKSE64 ports of 3 .DLL files. Actually, that's BY FAR the trickiest part here. - In fact, if you already have a working SSE version CACO, chances are, you know your way around and don't need any more tips from me - but just to be sure: - Before opening Alchemical Treatise.esp in CK you need to esm-ify Complete Alchemy & Cooking Overhaul.esp. (I use Wrye Bash.) Then you need to load both it and WM Flora Fixes.esp (which is already esm-ified out of the box) in CK, along with Alchemical Treatise.esp. - After that it's standard practice: Set Alchemical Treatise.esp as active, wait till everythign loads, press save, force-crash CK, - Don't forget to set Complete Alchemy & Cooking Overhaul.esp back to .esp mode in WB. - Note that CK will generate FaceGen files upon saving Alchemical Treatise.esp. Make sure you place the relevant meshes and textures folders (along with their contents!) to wherever you have the mod stored. Here is the directory structure: \meshes\Actors\Character\FaceGenData\FaceGeom\Alchemical Treatise.esp\*.NIF \textures\Actors\Character\FaceGenData\FaceTint\Alchemical Treatise.esp\*.dds (Beats me why a mod like this generates FaceGen stuff, but I've long since stopped scratching my head about that one. Lots and lots of mods do.)
If you're stuck somewhere in the process or have a question, feel free to send me a pm.
Thanks for these, they are a nice addition to my game :) I note that the latest release teaches the ingredients; I hope you'll leave the old non-teaching version available as well for those of us who like to role play a bit more. I can see both versions being useful for different types of characters.
Sure, I can keep updating the non-scripted version, but it will be a while before I have a new version for it up. The most time consuming part of this mod so far has been formatting the text of the books. What I really wanted to do with the script was more realistic; I wanted to find a way that you would know the ingredient effects, but only if you had the book in your inventory, like you were referencing it while at the alchemy table. I'm just not sure if I could even do that and still have the character remember what effects they knew before.
That would be very useful, if you can do it. The vanilla game handles some temporary effects by giving the player a hidden perk with the effect when the item is equipped or in inventory, and removing the perk when the item isn't equipped or in inventory. As a reference, look at how the extra damage against Elves is handled for Wuuthrad. There are other examples, but that's the one I remember at the moment
In any event, this is a very useful mod for my current alchemist character!
BOT stands for Beasts of Tamriel. It's an awesome mod that adds a bunch of new creatures and has a CACO patch that gives them unique ingredients. If you've ever thought that the oceans were way too lonely considering how much ocean there is, then you need it. It adds dolphins, narwals, sharks, and whales. It also adds a lot of other things and they're all disable-able through an mcm.
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https://www.nexusmods.com/skyrim/mods/72849?tab=files
Actually, yeah. I get 3 vanilla recipes in each merchant inventory. Just no books ...
Missing Files: CACO - Skybirds.esp
But I've instaled the "BOT" and "SB" version:/
One thing I've noticed: It doesn't seem to be showing up in merchant inventories, even though I see the correct settings in TESxEdit and no other mod is overwriting them. That is, I've found several tomes here and there in Skyrim (3 so far), but no alchemist has ever sold one. Not quite sure what could be causing this problem.
P.S. Quick PSA: If you're interested in doing a port of this mod, you should be aware that it's tricky.
- Before you even start, you need a working SSE port of CACO - which, beyond several standard porting tasks, requires working SKSE64 ports of 3 .DLL files. Actually, that's BY FAR the trickiest part here.
- In fact, if you already have a working SSE version CACO, chances are, you know your way around and don't need any more tips from me - but just to be sure:
- Before opening Alchemical Treatise.esp in CK you need to esm-ify Complete Alchemy & Cooking Overhaul.esp. (I use Wrye Bash.) Then you need to load both it and WM Flora Fixes.esp (which is already esm-ified out of the box) in CK, along with Alchemical Treatise.esp.
- After that it's standard practice: Set Alchemical Treatise.esp as active, wait till everythign loads, press save, force-crash CK,
- Don't forget to set Complete Alchemy & Cooking Overhaul.esp back to .esp mode in WB.
- Note that CK will generate FaceGen files upon saving Alchemical Treatise.esp. Make sure you place the relevant meshes and textures folders (along with their contents!) to wherever you have the mod stored. Here is the directory structure:
\meshes\Actors\Character\FaceGenData\FaceGeom\Alchemical Treatise.esp\*.NIF
\textures\Actors\Character\FaceGenData\FaceTint\Alchemical Treatise.esp\*.dds
(Beats me why a mod like this generates FaceGen stuff, but I've long since stopped scratching my head about that one. Lots and lots of mods do.)
If you're stuck somewhere in the process or have a question, feel free to send me a pm.
Here's Mike from reddit. I'll download and port to SSE to use with my SSE build of CACO!
In any event, this is a very useful mod for my current alchemist character!