Thanks for checking out my mod! This one was a bit of a throwback to the first mod I ever put out. I've learned a lot over the years, and I hope it shows!
As always let me know what you think here in the comments. Appreciate ya!
Thank you to this great creator. I really like this mod and will keep it preserved. So far, there are no major issues. However, there are currently two small bugs that you might need to pay attention to:
The syringe can only be used once per needle, meaning one dose of potion per attack. If there is a passive skill that increases the number of uses, it will generate aggro (illegal).
If the syringe is used with equipment that has over 100% alchemy enhancement, the same problem will occur.
I have used SEEDIT to check, but I am unable to edit or fix this issue.Once again, thank you to this great creator for bringing us a unique gaming experience.
That first one is definitely worth a look, thanks for flagging it. Had to reconstruct my own aggro rules, so a bug like that could totally slip past my testing.
Can you describe that second issue in a little more detail? Are you saying that the syringe is treated as hostile when you are also wearing gear which enhances the strength of newly-created potions? I wouldn’t expect that to factor in at all, since it only impacts the creation of new potions. I’d find it even more surprising if this only happened at levels beyond a 100% alchemy bonus.
Thank you very much for your prompt reply. Based on your request, I conducted further testing and came to the following conclusions: Under conditions with no skill bonuses, I tested two types of game-provided enhancements: 1. Using 99% EnchFortifyAlchemyConstantSelf [MGEF:0008B65C] "Does not cause aggression" 2. Using 100% EnchFortifyAlchemyConstantSelf [MGEF:0008B65C] "Causes aggression" Reason: Exceeding each 100% increment will increase the usage count. My current workaround is to use the enchantment from the Obsidian Blade DA08EbonyBladeMagicEffect [MGEF:000EA28D] This way, at least I won’t accidentally get my own followers killed by giving anyone a "healing" injection. Again, thank you for your mod. I’m having a great time playing it!
Put up a fix for perks allowing multiple uses of the same poison application triggering aggro when using beneficial potions with the syringe. I wasn't able to reproduce fortify enchantment effects causing the same problem, but I suspect that might be non-vanilla behavior exhibiting the same problem that should also be fixed with the changes I made. Let me know if this works for you!
Npcs become hostile when I heal them with the syringe. I don't have many mods, don't think it's a conflict. Trying to figure out how to fix it, any tips are appreciated. Cool mod in any case. Edit: I was looking at other posts here, and I noticed the one by happykero saying that "If there is a passive skill that increases the number of uses, it will generate aggro (illegal)." For me, that would be this skill from ordinator's alchemy skill tree: Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy. I didn't get around to confirming if that's the one causing the problem yet. But I can try, if it's helpful.
I apologise to everyone and to the great author of this mod. It must be due to my own stupidity. But for the life of me I can't make it work. whith the seringe equiped as per instructions from the description page, I then select a potion then E and all that does is that my caracter consums it. (I'm trying to revive follower who does not recover from bleedout as I am using "staydown") Any help would be greatly appreciated (English is not my first language)
Using the E key to select/equip an item should produce the same behavior as left clicking it. If we were talking about weapons here, that’d equip it to your main hand. That’ll use the potion like normal.
With this mod, the input to flip the potion behavior is like trying to equip a weapon to your off-hand when dual wielding. You right click the potion or poison in your inventory to alter the way it is applied. The syringe is not required for this to work. Does that help?
Still no joy from my end. I wonder if there is a mod incompatibility somewhere. If anyone had this problem I would appreciate your input. Meanwhile I'll keep looking into it. I'm a noob but will try to remove some mods that could relate to this and check. If I find anything I will post here. Thanks a lot for trying to help me. Greatly appreciated
Shouldn’t be any direct incompatibilities for that behavior. I reverse engineered the game and patched that functionality directly into the exe code. The DLL that comes with this mod has to be launched by SKSE to do that though. The checklist would be to ensure you are launching the game with SKSE, using the correct version of SKSE for your game version, and using the matching version of this mod.
You should have SKSE log files in your documents folder (near where your saves are kept) that are generated every time you launch the game. These logs will indicate whether detected DLLs were successfully loaded. You should check those logs to determine if Alternate Alchemy is successfully loading for you.
this mod slaps. this mod has always slapped. this mod will continue to slap. it does exactly what it says on the tin with little to no mishaps. it's amazing for support characters who want to be more than a pocket mercy- now instead of just spamming healing hands, you can seamlessly apply all of alchemy's buffs and debuffs mid-battle. definitely a fun mod to build around.
Skyrim Stimpacks. Followers feeling down? stab them with this! Guards complaining about their knees? stab them with this! Nazeem can't find the cloud district? stab him in the eye with this! Whats in it? Probably some falmer blood elixir and some cheese wheels.
I get a crash when using this in combination with [url=https://www.nexusmods.com/skyrimspecialedition/mods/81291?tab=description]Show Player in Menu[/url]. Then I exit the equipment menu, my game crashes if I use both mods. Not sure what causes the issue, but once I disable any of both mods, exiting the menu works fine.
EDIT: I got the same crash now without the Show Player in Menu mod. Maybe the latest update has issues? I used the previous version without any crashes.
I wasn't able to reproduce this crash locally, even checking the GOG version of the game. I added some additional checks and hardening in my code to prevent possible sources of crashes, but the call stack you've posted shows some unexpected behavior. I'm unsure if the newest update will prevent your crash, but if it doesn't, the issue may be external to this mod.
I have updates to 1.2.1 and played with the Show Player in Menu mod. No crashes any more. Thanks you so much :)
Yes, I do have >1000 mods installed and a weak system capped at 30 fps. So there might be some things going on here that you can not experience on your machine. At least for my testing now the issue is resolved. I have not played much, but reloaded a lot because I tweaked my Reshade preset. During the last hour doing so, I could open and close my menu as much as I liked. So I consider it fixed. If ever there will be an other crash related to this mod, I'll let you know.
I have an idea: Could it be possible to load the Syringe with multiple charges of the same potion? So that I might be able to ugrade it for multiple uses.
It might work like a staff and have a charge meter. Bigger potions/poisins fill more of the charge.
There’s a vanilla perk that allows you to use the same poison twice. That should apply in this case too, giving you a means to progress your abilities with the syringe. The existence of that perk suggests that you could probably go beyond two uses and conditionalize the fact to be just when using the syringe.
That being said, I’m unsure if going beyond two would be desirable. You can’t poison a weapon that is already poisoned, so the more uses, the longer you’re stuck with the current effect. This is a bigger issue with beneficial effects since there’s a wider variety of them you might like to swap between. It might be possible to patch the exe to allow overriding the poison.
Yeah, if such a thing would be implemented, there needs to be a way to 'clean' the syringe. I am not sure if it's a good idea anyways. It's good as it is already :)
I remember iGear having a feature like this, though that’s a lot of mod for a single function and I believe it’d be limited to poisons. Some kind of integration work would probably be necessary to get it to work with potions and this mod.
59 comments
As always let me know what you think here in the comments. Appreciate ya!
- The syringe can only be used once per needle, meaning one dose of potion per attack. If there is a passive skill that increases the number of uses, it will generate aggro (illegal).
- If the syringe is used with equipment that has over 100% alchemy enhancement, the same problem will occur.
I have used SEEDIT to check, but I am unable to edit or fix this issue.Once again, thank you to this great creator for bringing us a unique gaming experience.Can you describe that second issue in a little more detail? Are you saying that the syringe is treated as hostile when you are also wearing gear which enhances the strength of newly-created potions? I wouldn’t expect that to factor in at all, since it only impacts the creation of new potions. I’d find it even more surprising if this only happened at levels beyond a 100% alchemy bonus.
Under conditions with no skill bonuses, I tested two types of game-provided enhancements:
1. Using 99% EnchFortifyAlchemyConstantSelf [MGEF:0008B65C]
"Does not cause aggression"
2. Using 100% EnchFortifyAlchemyConstantSelf [MGEF:0008B65C]
"Causes aggression"
Reason: Exceeding each 100% increment will increase the usage count.
My current workaround is to use the enchantment from the Obsidian Blade
DA08EbonyBladeMagicEffect [MGEF:000EA28D]
This way, at least I won’t accidentally get my own followers killed by giving anyone a "healing" injection.
Again, thank you for your mod. I’m having a great time playing it!
Edit: I was looking at other posts here, and I noticed the one by happykero saying that "If there is a passive skill that increases the number of uses, it will generate aggro (illegal)."
For me, that would be this skill from ordinator's alchemy skill tree: Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy. I didn't get around to confirming if that's the one causing the problem yet. But I can try, if it's helpful.
It must be due to my own stupidity. But for the life of me I can't make it work.
whith the seringe equiped as per instructions from the description page, I then select a potion then E and all that does is that my caracter consums it. (I'm trying to revive follower who does not recover from bleedout as I am using "staydown")
Any help would be greatly appreciated
(English is not my first language)
With this mod, the input to flip the potion behavior is like trying to equip a weapon to your off-hand when dual wielding. You right click the potion or poison in your inventory to alter the way it is applied. The syringe is not required for this to work. Does that help?
I wonder if there is a mod incompatibility somewhere.
If anyone had this problem I would appreciate your input.
Meanwhile I'll keep looking into it. I'm a noob but will try to remove some mods that could relate to this and check.
If I find anything I will post here.
Thanks a lot for trying to help me. Greatly appreciated
You should have SKSE log files in your documents folder (near where your saves are kept) that are generated every time you launch the game. These logs will indicate whether detected DLLs were successfully loaded. You should check those logs to determine if Alternate Alchemy is successfully loading for you.
Thanks again for all the assistance provided. And for this great mod
Followers feeling down? stab them with this!
Guards complaining about their knees? stab them with this!
Nazeem can't find the cloud district? stab him in the eye with this!
Whats in it? Probably some falmer blood elixir and some cheese wheels.
Notice
This comment is too large to display.display the commentNo crashes any more.
Thanks you so much :)
Yes, I do have >1000 mods installed and a weak system capped at 30 fps.
So there might be some things going on here that you can not experience on your machine.
At least for my testing now the issue is resolved.
I have not played much, but reloaded a lot because I tweaked my Reshade preset.
During the last hour doing so, I could open and close my menu as much as I liked. So I consider it fixed.
If ever there will be an other crash related to this mod, I'll let you know.
I am glad I do not have to remove this :)
Could it be possible to load the Syringe with multiple charges of the same potion?
So that I might be able to ugrade it for multiple uses.
It might work like a staff and have a charge meter.
Bigger potions/poisins fill more of the charge.
That being said, I’m unsure if going beyond two would be desirable. You can’t poison a weapon that is already poisoned, so the more uses, the longer you’re stuck with the current effect. This is a bigger issue with beneficial effects since there’s a wider variety of them you might like to swap between. It might be possible to patch the exe to allow overriding the poison.
I am not sure if it's a good idea anyways. It's good as it is already :)
I love this mod.