December 16th, 2022: Main File (v2.0), Misc. Files (Guide v2.0) - VERY HUGE UPDATE!
- New Ammo - Frost Arrows / Bolts are in! - Cluster Bombs / Traps (like a frag grenade or land mine) - Frost Bombs / Traps are in!
- Updated AA Kit recipes - Added 5 additional bowls to the recipe combos. - See the photo section for details. - Added a third location in the world where you can find the kit. - See the Cheat sheet in the guide if you wish to skip making it yourself. - There are hints to these locations in the description page.
- Updated Ammo - Most Arrows and Bolts now have progressive Physical Damage added to them for each level. - Tweaks to all ammo to ensure that they operate as intended.
- New AA Progression Levels - Changed from 7 level to 10 total levels (9 steady progression levels, with a 10th Grand Master level with bonuses). - Rebalanced damages throughout. See images section or AA Guide for details.
- Added new recipes for converting ammo from other mods - Creation Club Arcane Archer Pack (magic arrows) - Dawnguard DLC (exploding bolts) - Sneak Tools (fire arrow/bolt) - Complete Alchemy & Cooking Overhaul (bombs)
- All Creation Club content fully supported - Many new sub-mods to support different ammo and compounds and vessels that these mods add. - Support for Sneak Tools SE and CACO. - Recipe tweaks - All ammo has increased requirements for the MAIN ingredient. - If it required only 1 before (arrows/bolts), it is now 2. - If it required 2 before (bombs/traps) it is now 3. - This is to help balance the new ammo amounts. - All recipes will now only need qty of one (1) of the main ingredients (compound type or ammo) for the recipe to display in the list. ?- This will keep the overall # of recipes limited, while still showing the player what they can make with items on-hand.
- Various Fixes, Tweaks, Updates, Corrections, and Improvements - Replaced the sound of placing a trap from a magic failure sound to a bear trap reset sound. Much more befitting IMHO. - Changed the bomb throwing sound from "magic fail" to a potion pickup sound. Sounds better. - Changed all bomb and trap pickup sounds from spell equips to weapon equips. - Reduced the speed of bombs from 2400 to 1800. - I feel this gives them a bit more "lobbing" effect. - Corrects the superhuman throw that was present before. - Fooled around with the bomb and trap explosions to better fit into the 12ft radius / 24 ft diameter guidelines. - This includes not only the effective radius, but the IS radius as well, so that the explosion visuals are of comparable sizes. - Improved the looks of bombs and traps and vials on ammo slightly. - This will probably not be noticeable really, but I had some visual mistakes in the NIF and TEXTURE files to spruce up a bit. - Removed the Water Pouch as an actual item to be needed to make the Water Compound. - This was a redundant/wasteful item. - Now all you need is the AA Kit itself (which already has a fictitious water pouch included when you construct the kit). - To make water, all you need is the kit, and it is assumed that you would harvest water from various locations around the land. - This is NOT drinkable water, mind you - but it's good enough to use in the ammo. - Please note that the created compound has no value, but does weigh some, so use it sparingly! - I have switched the Sneak Tools SE Patch from and ESP to and ESPFE mod. - This was an oversight of mine originally, as it was not needed like I thought it was (because it has scripting). - Increased the light radius of the flare from 1024 to 1536. - This gives it a 50% boost and I feel provides a good amount of light to be worthwhile using the flare now. - Increased the radius effect for water ammo from 64 to 128 (ST had it at 25). - The key for this ammo is to aim at the BASE of the item, not at the flame itself. - This is especially true for candles that are on pedestals. - The base is nowhere near the flame, but it will not extinguish unless you aim low. - Also, the limitation of the scripting only extinguishes one light source at a time, even if there are multiple lights nearby. - I will scour the Sneak Tools SE scripting to see if I can set up an event to capture all items within the radius.
December 17th, 2022: FOMOD (V2.01) - Quick update to add back the Runes options to the FOMOD (I forgot to link the files to the options) - Thank you to Fractalbase for the feedback!
December 29th, 2022: FOMOD (V2.02) - Corrected the main file (cleaned masters) to remove the unnecessary masters listed. - There is no need for new game. Nothing major changed. - Thank you to Heikkkinen for the feedback! - Fixed an error in the FOMOD that auto-selected "The Cause", even if you didn't have it.
I know this is a bit of a long shot but if I wanted to adjust the bombs to scale with perks that increase the damage of scrolls, what variables would I need to change in xedit to make that happen? Would it be as simple as applying the Destruction skill to the Magic Effect?
Hello there! I feel a little confused on how to get this mod to work, as when I tried it, i acquired the crafting kit only to see that most creations require vials... which for the life of me i can't figure out where to craft even after acquiring glass.
Could you give me a rundown of the process needed to craft stuff? What crafting stations are required? What raw materials other than alchemy ingrediebts will I need in general?
The frost bolt recipes give glue bolts. Only the frost bolt craft, as far as I can tell, everything else is right, it's just specifically frost bolts that give glue bolts. I don't suppose this is on purpose? It's an easy fix in xedit once you know where the problem is, but I just thought it was odd that this was the case for all of this one type of bolt. Or am I stupid and just missing something? Entirely possible.
I'm sure it would be possible, but I am not playing Skyrim ATM to support this expansion idea. I will likely come back again and fiddle some, but I've been sucked into several other games that I've been eager to play for now.
Perhaps someone else with savvy schweet modding skillz can provide this?
Any chance for a Sunhelm patch? Sunhelm adds empty mead and wine bottles that populate the player's inventory after consuming the alcohol. However, these are new misc objects and so they are not recognized as valid ingredients for constructing empty vessels and flasks. I made my own patch to use in my game and it seems to work well - I can send it to you if you'd like.
Hi I have a similar issue with Last seed (it put the bottles in the food category) can tell what to change to make a path please. I would do the patch but I'm very new to modding and do not know should be changed. I would really appreciate it.
Is there a bug with some masters? "BA_AlchemistArsenal_CCBloodchillManor_PATCH.esp" for example tells me that it reauires the Sneak tools patch. I do not have Sneak tools installed and did not select it in the FOMOD.
Edit: I just install Sneak Tools, as I have closely checked what it does and that it is quite compatible with Book of Shadows. Still, you might want to check dependencies once more.
175 comments
- VERY HUGE UPDATE!
- New Ammo
- Frost Arrows / Bolts are in!
- Cluster Bombs / Traps (like a frag grenade or land mine)
- Frost Bombs / Traps are in!
- Updated AA Kit recipes
- Added 5 additional bowls to the recipe combos.
- See the photo section for details.
- Added a third location in the world where you can find the kit.
- See the Cheat sheet in the guide if you wish to skip making it yourself.
- There are hints to these locations in the description page.
- Updated Ammo
- Most Arrows and Bolts now have progressive Physical Damage added to them for each level.
- Tweaks to all ammo to ensure that they operate as intended.
- New AA Progression Levels
- Changed from 7 level to 10 total levels (9 steady progression levels, with a 10th Grand Master level with bonuses).
- Rebalanced damages throughout. See images section or AA Guide for details.
- Added new recipes for converting ammo from other mods
- Creation Club Arcane Archer Pack (magic arrows)
- Dawnguard DLC (exploding bolts)
- Sneak Tools (fire arrow/bolt)
- Complete Alchemy & Cooking Overhaul (bombs)
- All Creation Club content fully supported
- Many new sub-mods to support different ammo and compounds and vessels that these mods add.
- Support for Sneak Tools SE and CACO.
- Recipe tweaks
- All ammo has increased requirements for the MAIN ingredient.
- If it required only 1 before (arrows/bolts), it is now 2.
- If it required 2 before (bombs/traps) it is now 3.
- This is to help balance the new ammo amounts.
- All recipes will now only need qty of one (1) of the main ingredients (compound type or ammo) for the recipe to display in the list.
?- This will keep the overall # of recipes limited, while still showing the player what they can make with items on-hand.
- Various Fixes, Tweaks, Updates, Corrections, and Improvements
- Replaced the sound of placing a trap from a magic failure sound to a bear trap reset sound. Much more befitting IMHO.
- Changed the bomb throwing sound from "magic fail" to a potion pickup sound. Sounds better.
- Changed all bomb and trap pickup sounds from spell equips to weapon equips.
- Reduced the speed of bombs from 2400 to 1800.
- I feel this gives them a bit more "lobbing" effect.
- Corrects the superhuman throw that was present before.
- Fooled around with the bomb and trap explosions to better fit into the 12ft radius / 24 ft diameter guidelines.
- This includes not only the effective radius, but the IS radius as well, so that the explosion visuals are of comparable sizes.
- Improved the looks of bombs and traps and vials on ammo slightly.
- This will probably not be noticeable really, but I had some visual mistakes in the NIF and TEXTURE files to spruce up a bit.
- Removed the Water Pouch as an actual item to be needed to make the Water Compound.
- This was a redundant/wasteful item.
- Now all you need is the AA Kit itself (which already has a fictitious water pouch included when you construct the kit).
- To make water, all you need is the kit, and it is assumed that you would harvest water from various locations around the land.
- This is NOT drinkable water, mind you - but it's good enough to use in the ammo.
- Please note that the created compound has no value, but does weigh some, so use it sparingly!
- I have switched the Sneak Tools SE Patch from and ESP to and ESPFE mod.
- This was an oversight of mine originally, as it was not needed like I thought it was (because it has scripting).
- Increased the light radius of the flare from 1024 to 1536.
- This gives it a 50% boost and I feel provides a good amount of light to be worthwhile using the flare now.
- Increased the radius effect for water ammo from 64 to 128 (ST had it at 25).
- The key for this ammo is to aim at the BASE of the item, not at the flame itself.
- This is especially true for candles that are on pedestals.
- The base is nowhere near the flame, but it will not extinguish unless you aim low.
- Also, the limitation of the scripting only extinguishes one light source at a time, even if there are multiple lights nearby.
- I will scour the Sneak Tools SE scripting to see if I can set up an event to capture all items within the radius.
- Quick update to add back the Runes options to the FOMOD (I forgot to link the files to the options)
- Thank you to Fractalbase for the feedback!
- Corrected the main file (cleaned masters) to remove the unnecessary masters listed.
- There is no need for new game. Nothing major changed.
- Thank you to Heikkkinen for the feedback!
- Fixed an error in the FOMOD that auto-selected "The Cause", even if you didn't have it.
Could you give me a rundown of the process needed to craft stuff? What crafting stations are required? What raw materials other than alchemy ingrediebts will I need in general?
Thank you so much.
Perhaps someone else with savvy schweet modding skillz can provide this?
I'd be happy to use your patch and credit you fully if you'd like. Please DM me.
I would really appreciate it.
Cheers,
M
Send him kudos!
"BA_AlchemistArsenal_CCBloodchillManor_PATCH.esp" for example tells me that it reauires the Sneak tools patch.
I do not have Sneak tools installed and did not select it in the FOMOD.
Edit:
I just install Sneak Tools, as I have closely checked what it does and that it is quite compatible with Book of Shadows.
Still, you might want to check dependencies once more.