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xGasilx

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xGasilx

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About this mod

Alternative alchemy related workbench for creating poisons and potions with item based crafting.

Requirements
Permissions and credits
Changelogs
 I created this using Pre-Anniversary edition SKSE and JContainers (1.5.97)
Although it's fairly light on code, it might work on AE. A non-dependant version (vanilla) has been provided.

Overview.
This mod adds a craftable item called Alchemist Retort Upgrade that you can carry in your inventory (it's a miscelaneous potion, like Survival's Camping Supplies) and then deploy and install it on any vanilla alchemy lab to "upgrade it".

This new station does nothing useful for the player on its own, it's meant to have a readily available alchemy workbench close to the alchemy labs to be able to craft potions and poisons from other mods that such authors decided to make them craftable on different workbenches like the cooking pot; for example, some of Hunterborn's added potions and poisons use the cooking pot, Sacrosanct's Potion of Embrace too if I recall correctly and in my personal playthrough I decided to move Scrollwritings ink recipe to this new crafting menu.

In summary, many Alchemy related item, potion and poison recipes can get all over the place with the accumulation of mods, I created this to to unify them on a relevant place in my playthroughs with the mods I'm using.

How does it work?
1. You craft an Alchemist Retort Upgrade on the Smithing Forge (or steal it from the Alchemist's Shack) using 6 Glass, 2 Iron Ingot and 2 Charcoal.

2. Put the crosshair upon an Alchemy Lab (tabletop or big lab), go to the menu, select and use the Alchemist Retort Upgrade.

3. The game will place the new workbench upon the Alchemy Lab.

4. It is an independant workbench, you have to click the Alchemist Retort furniture piece, and it will open a custom item-based crafting menu.

Features.
It has a custom 3D object for the Item and the Furniture version that I made lousily with nif skope using vanilla game assets. Admitedly, it is not too well made, it lacks any special effects, like vanilla's Alchemy Lab's cloudy vials and ember sparks. It looks pretty static. In any case, it's an item you can drop or pick on the world, it has collisions.

I made a vanilla version that needs no requirement, and a more complex one that uses SKSE and JContainers.

There's an optional patch for Hunterborn, it grabs all those mentioned potions and poisons and swaps them from the cooking pot to the Alchemist Retort.

Vanilla Version.
It needs no requirement, the caviat is that once you upgrade an Alchemy Lab, it is upgraded forever, you cannot remove the Alchemist Retort.

Original Version.
It needs JContainers and consequently, SKSE. You can install and uninstall the Alchemist Retort Upgrade at any time (and recover it in the process to install elsewhere). The minor disadvantage is that whenever you click the Alchemist Retort you'll open a selection menu. I tried to design it as comfortable as possible to minimize the annoyance. I created this using Pre-Anniversary edition SKSE and JContainers (1.5.97)

What can I do with this then?
If you use Hunterborn try downloading the patch provided to craft the new creature poisons like Deadly Chaurus Venom or the shout-dragon related ones there instead of the cookpot.

If you use Alchemy overhauls like CACO that may add recipes on unpractical workbenches, you can freely and easily make a patch with SSEEdit to swap the Recipe's keyword so you can craft them with the Alchemist Retort. The keyword for Alchemist Retort is _GAS_CraftingAlchemistRetort.

Personally, for example, I added Dirt&Blood soap recipes there and created some blood potions and poisons that come with Forbidden Prey (May provide when finished) and dumped them there.

Things to keep in mind.
I'm still rather new at modding and scripting with Papyrus, and although I tested it thoroughly I cannot promise nothing, but, if you decide to use the Jcontainer dependant version, uninstall at your own risk mid through, it will leave bloat behind (although not too much, basically a file containing all upgraded Alchemy Lab's reference ID) until I learn how to sort that out when uninstalled.

This is not an ESL, and I think it shouldn't have it's records compressed if other mods will depend on it for it to actually be useful.

Whenever you click the Alchemist Retort, the game will spew the "Somebody's using this" message for some reason, presumably cause I'm calling the crafting menu from an isolated actual workbench (what you click is just a furniture static item) on an empty room idk sorry I did my best to fix it away and just couldn't.

Last Words.
I have included my scripts sources as loose files, they are fully commented for anyone of you who are curious about learning about papyrus scripting, (Original Alchemist Retort version has updated comments), feel free to read them, learn from them, tweak them, suggest me better approaches, etc. I am no expert nor remotely good at papyrus, but I'm all for sharing knowledge and resources for the empirical learner and source material availability is important on that regard.

Keep in mind Original Alchemist Retort has JContainers exclusive functions you may not be familiar with, check on their wiki for documentation if you're interested on that.

That is all. Thank you for reading.