Alchemy: How it works?

Post » Tue Jun 19, 2012 5:23 pm

I was trying to add a couple of new ingredients and I was curious about how alchemy worked...

...there are no recipes for it.

...there's no script with its name.

Do you think that it's hard-coded?

And...how would be possible to add new effects? :-?

Thanks,
Jashkar
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Alba Casas
 
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Post » Tue Jun 19, 2012 4:13 am

You're talking about adding ingredients with completely new effects, yes? For example, maybe a few ingredients that would have Shock Damage that could be used to create poisons that inflicted shock damage?

The effects of Alchemy are all magic effects, listed in the Magic > Magic Effects category. They all start with "Alch". I imagine you could pretty easily add new effects that would use existing (but unused) types of damage or other effects like maybe Calm or something. Just look through some of the different "values" and such you can add or modify. You might even be able to create completely new effects through magic effects with scripts attached.

I'm not sure if the game would actually recognize them via potion making, though. I'm guessing it would, because it seems like the way it works is that the game simply looks at magic effects on ingredients and if they match, they get added to the potion, but I can't be certain, there may be some degree of hardcoding to it. Shouldn't be too incredibly hard to test, though. Make a new magic effect, edit a couple of the existing ingredients (Items > Ingredients) that are easy to get in-game or that you already have in-game, save the plugin and enable it, then go try to make a potion with the ingredients you edited. If the modded effect shows up and makes a valid potion, you know it works. Just make sure you quit the game without saving and delete the plugin afterwards (since its just a test) since you probably don't want to edit existing items or anything.
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Greg Swan
 
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Post » Tue Jun 19, 2012 12:55 pm

Go out and harvest ingredients like flowers, mushrooms, bug's, dragonflies, mudcrabs chitin. you can often see it's effects when looting. Find alchemy labs and make potions.
You can also loot recipes from necromancers.

That's what i know, probably someone knows more
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Romy Welsch
 
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Post » Tue Jun 19, 2012 12:19 pm

You're talking about adding ingredients with completely new effects, yes? For example, maybe a few ingredients that would have Shock Damage that could be used to create poisons that inflicted shock damage?

The effects of Alchemy are all magic effects, listed in the Magic > Magic Effects category. They all start with "Alch". I imagine you could pretty easily add new effects that would use existing (but unused) types of damage or other effects like maybe Calm or something. Just look through some of the different "values" and such you can add or modify. You might even be able to create completely new effects through magic effects with scripts attached.

Yes...I was thinking about that... :)

I'm not sure if the game would actually recognize them via potion making, though. I'm guessing it would, because it seems like the way it works is that the game simply looks at magic effects on ingredients and if they match, they get added to the potion, but I can't be certain, there may be some degree of hardcoding to it. Shouldn't be too incredibly hard to test, though. Make a new magic effect, edit a couple of the existing ingredients (Items > Ingredients) that are easy to get in-game or that you already have in-game...

Oh...well...I would test it right through console commands. :)

In fact I was adding a couple of special ingredients and I wanted to see if adding new kinds of effects would be possible... :|

I was just puzzled because I saw no hint about how potions are mixed...


Go out and harvest ingredients like flowers, mushrooms, bug's, dragonflies, mudcrabs chitin. you can often see it's effects when looting. Find alchemy labs and make potions.
You can also loot recipes from necromancers.

That's what i know, probably someone knows more

Emmmh...I didn't meant that, but thanks notwithstanding... ;)
Jashkar
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bimsy
 
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