Silgrad Tower from the Ashes

Full Version: CLAIM: FX for Flora Ingredients
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I have been adding ingredients and flora to the archives as you know but one thing that I noticed, besides doing it wrong so that they turned up as static objects originally and were therefore unharvestable, was that the ingredients themselves lack any effects.

I will list the ingredients that I am using so far but I need suggestions on what effects eating them might create. Start with a general overview of what they should do but we really need to nail this down to specifics eventually such as 'Fortify Health' and 'Restore Fatigue' etc. It may prove possible to add our own effects to some things later (and if someone would like to research this then all the better) but here is a list of the ones that are currently available:
Quote:http://www.uesp.net/wiki/Category: Obliv...ic-Effects
(Edit: The direct link won't work for some stupid reason so this is displayed as a quote. You will also need to delete the gap between the colon : and the O of Oblivion......bloody irritating!)

And these are the ingredients so far:
  • Jellyfish Goo
  • Coconut
  • Coral Brain
  • Dragon Arum
  • Dead Flora Fly
  • Green Ti Leaf
  • Ripe Hala Fruit
  • Hibiscus Orange Petals
  • Hibiscus Red Petals
  • Hibiscus Pink Petals
  • Maggot
  • Monstera Fruit
  • Saffron Stalks
  • Sugar Cane
  • Sylvan Mushroom Cap
  • Vanilla Beans

Some of these would need the following details adding as well: magnitude, area, duration and cost.

Ideally, someone could add these ingredients once the new esm (and archive) is updated but if you'd like to take a look then just check out the ingredients section of the CS for how the various ingredients effects are shown. So I'm posting this up as a claim. However, if we can get this info sorted before I update the archive then I should be able to find time to do it myself. This will mean that the act of modding in the next stage does not feature the minor irritation of receiving error messages as soon as you load up the esm.

NB: Until this is done, you will receive error messages in the CS stating that the FX have not been defined.

Edit - We now also have potions that need to have their effects defined. The list is as follows:
  • Calabash Bottle and Club Gourd (both Gourd bottles).
  • Essence Triangle.
  • Glass Flask.
  • Glass Flask (round).
  • Hist Flask.
  • Offal Chalice.
  • Small Potion - Amit-Smir (Fortify).
  • Small Potion - Bashta (Reflect).
  • Small Potion - Gharwal (Damage).
  • Small Potion - Gurulsam (Poison / Disease).
  • Small Potion - Kota (Curative).
  • Small Potion - Kuantan (Grants a skill).
  • Small Potion - Samma-Matki (Restores an attribute).
  • Resin Potion.
  • Root-Gall Potion.
  • Septim Flask.
  • Swamp Gas.
  • Wineskin01 & 02.
  • Worm-Blood Vessel.
  • Worm-Bone Horn.
  • Worm-Guts Vessel.
  • Wine - Mull of the Marsh (cheap).
  • Wine - Sticky Guar Wine (moderate).
  • Wine - Birth of the Argonian (expensive).

There are too many of these for me to set up screenshots of each one but you will find them in the potions section of the CS.
Ibsen,

I just want to verify that you are using the bulbous root model of the Dragon Arum as the ingredient? I might have occasionally called that root a "Voodoo Root", since that plant is also known as a Voodoo Lily (from what I read). But you can call the root Dragon Root, or something along those lines. The root model should have been included with the Dragon Arum plant files, in my resource pack.

Koniption
Quote:Originally posted by Ibsen's Ghost

(Edit: The direct link won't work for some stupid reason so this is displayed as a quote.
Select the URL (within the quote) and click on the "add link" button and paste the link.

I added the link to your post (example).
Thanks to both of you! I shall try to remember those nuggets of info.
Here are some plants & ingredients
P.S I don't know some of the english names... Just latin

1. Acbillea millefolium. Ingredient - flowers.
2. Arctium lappa. Ingredient - leaves
3. Capsella bursa-pastorus (Sheppard's purse) ingredient - (the whole plant)
4. Equisetum spp. Ingredient - (The whole plant)
5. Filipendula ulmaria. Ingredient - the whole plant
6. Fragaria vesca (wild strawberry) . Ingredient - berries
7. Melissa officinalis (!!!) Ingredient - leaves
8. Plantago spp.(Rat's tail plantain). Ingredient - leaves
9. Rosa spp.(Wild rose) Ingredient - oil
10. Rubus idaeus(Raspberry) Ingredient - Leaves
11. Taraxacum officinale. Ingredient - Roots
12.Trifolium pratense(shamrock) Ingredient - flowers.
13.Urtica dioica (Stinging nettles) Ingredient - the whole plant !!!This one stings!!!
14. Angelica spp. Ingredient - Root
Woah! I may have to put these suggestions on the back burner for now. I still have my hands full with the vast amount of new flora that Koniption created. At the moment, we have no further requirement for any particular flora....other than perhaps the Harrada root / Venus Fly Trap plant that you mentioned earlier, perhaps.....give me a nudge further down the line about this.....

In the meantime, are there any alchemists in the team who would like to come up with plans on what the likely effects are for the flora ingredients in my first post above?
I am working on the models of these plants now.. Me and SoK.

I am an alchemist, and I got all those from the alchemy book. Those plants grow near my countryhouse. I use them in medicine. they come not like potions, but some sort of tea... It helps from catching a cold, or stomach ache's... OF course we can think of new effects!
Quote:Originally posted by DoZeNt
I am working on the models of these plants now.. Me and SoK.

I am an alchemist, and I got all those from the alchemy book. Those plants grow near my countryhouse. I use them in medicine. they come not like potions, but some sort of tea... It helps from catching a cold, or stomach ache's... OF course we can think of new effects!

I'm looking forward to seeing those plants' models! Good luck on making them.

Ibsen means he needs the flora listed in his first post of this thread, to have Oblivion ingredient effects suitable for those flora, like "Fire Shield", "Silence", "Dispel", etc. Basically, the effects already listed in the contruction set, are what Ibsen wants assigned to the flora. If you already knew this, then ignore this post.

@ Ibsen - remember, it takes at least two ingredients with same effect, to make a potion with that effect. So the alchemy effects that the ingredients need to have, need to be balanced and varied. One thing you could do, if have enough flora, is have same # of ingredients as Oblivion (or maybe just SI), and then have each of Blackmarsh's ingredients mirror the effects of one of the Oblivion or SI ingredients, since I would assume those are already pretty balanced by Bethesda.

Koniption
Thanks for the tip, K. I'd like to mirror our effects on those of SI, personally. Then, if there is something 'special' we need to add then we can do so without making too large a list. After all, we will be using some of the vanilla flora already, as seen in BW.

DoZeNt, could you check out the effects of the SI plants? If you have a list of some kind then we can look at what other properties to set up in order to do what you'd like to do with the new diseases and any further flora you might want to create....
I have updated this list with details of the new potions which also need to have their effects defined. As DoZeNt just suggested, it might also be worth considering using the 'inebriation' script from TesNexus for his new wine retextures.
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