[MOD] Travelling alchemists

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imsobadatnicknames
Posts: 278
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

[MOD] Travelling alchemists

Post by imsobadatnicknames »

Adds a chance to encounter travelling alchemists at taverns you can buy potions from.
Like a lot of people, I'm not a big fan of Daggerfall's design decision to restrict the ability to buy potions to membership of certain guilds. So I decided to work in this little workaround to make buying potions accesible to all players, inspired by this post (viewtopic.php?f=22&t=3987) by Magicono43, every time you enter a city or hamlet, some "Travelling alchemist" NPCs will be spawned inside a couple randomly chosen taverns, who will offer you their potions when clicked.

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Implementation is a little barebones. Since there's no way to trigger the potion merchant screen through the quest system, I had to find a workaround. Each alchemist will only be carrying up to 3 random potions, and they'll offer them to you through yes/no prompts.

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The price of potions will be affected by your mercantile skill:

Mercantile 0-19 = 150% base price
Mercantile 20-39 = 125% base price
Mercantile 40-59 = base price
Mercantile 60-79 = 75% base price
Mercantile 80-100 = 50% base price

Version 1.2 edit: There is also a small chance to encounter travelling alchemists in the wilderness.
You can trade with them just like the ones you find in taverns.

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However, you can also attempt to rob them by succesfully landing a hit on them, but doing so will lower your legal reputation. The chance to succesfully rob them increases with your Streetwise skill. If you succeed, they will hand you some potions for free and leave.

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If you fail, they'll keep attacking you, but you'll still find some potions in their inventory if you kill them.

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Installation:

Unzip the file inside StreamingAssets/Questpacks. To get the mod working in an existing game, you'll have to open up the console and type "startquest TA0". It should start working automatically in new games.

Uninstallation:

Delete the questpack

Notes:

Currently, the alchemists will offer you any of the vanilla potions, except for Heal True or Purify, as I couldn't figure out what the keys of these two potions were. I'll patch them in once I figure it out.
The uesp wiki for some reason doesn't list the base price for the potion of Water Walking, so I decided to just assume it costs 100 gold for the time being. If anyone knows what the base price is, please tell me.
I might create an optional update that also adds in the potions added by mods like Potions of Iliac Bay or the Archeologists Guild.

Nexus download: https://www.nexusmods.com/daggerfallunity/mods/159
Attachments
Travelling alchemists 1.2.rar
(13.01 KiB) Downloaded 13 times
Travelling alchemists.rar
(11.01 KiB) Downloaded 11 times
Last edited by imsobadatnicknames on Thu Oct 29, 2020 6:26 pm, edited 3 times in total.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Magicono43
Posts: 582
Joined: Tue Nov 06, 2018 7:06 am

Re: [MOD] Travelling alchemists

Post by Magicono43 »

Nice, now we just need them to have a chance of selling "snake oil" as well, lol.

imsobadatnicknames
Posts: 278
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Travelling alchemists

Post by imsobadatnicknames »

Small fix: I accidentally had mixed up the keys for the potion of stamina and the potion of healing. It's fixed now
Attachments
Travelling alchemists.rar
(11.01 KiB) Downloaded 10 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 278
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Travelling alchemists

Post by imsobadatnicknames »

Btw, I'm also considering the idea of making it possible to occasionally run into these alchemists while in the wilderness. Since NPC flats can't be placed outside, they'd either be represented by nonhostile enemies, or maybe the entire interaction could be represented through text. Do y'all think that's a good idea?
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Magicono43
Posts: 582
Joined: Tue Nov 06, 2018 7:06 am

Re: [MOD] Travelling alchemists

Post by Magicono43 »

imsobadatnicknames wrote: Wed Oct 28, 2020 4:35 am Btw, I'm also considering the idea of making it possible to occasionally run into these alchemists while in the wilderness. Since NPC flats can't be placed outside, they'd either be represented by nonhostile enemies, or maybe the entire interaction could be represented through text. Do y'all think that's a good idea?
I don't see why that would be a problem, generally the outdoors are barren enough as is, just as long as they don't pop up too often I suppose, lol.

imsobadatnicknames
Posts: 278
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Travelling alchemists

Post by imsobadatnicknames »

Magicono43 wrote: Wed Oct 28, 2020 11:45 am
imsobadatnicknames wrote: Wed Oct 28, 2020 4:35 am Btw, I'm also considering the idea of making it possible to occasionally run into these alchemists while in the wilderness. Since NPC flats can't be placed outside, they'd either be represented by nonhostile enemies, or maybe the entire interaction could be represented through text. Do y'all think that's a good idea?
I don't see why that would be a problem, generally the outdoors are barren enough as is, just as long as they don't pop up too often I suppose, lol.
Yeah. The only reason why I thought it might be a problem is because it'd interrupt travel, which some players might find annoying, so as long as it only happens once every couple weeks or so I guess it'd be fine.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 278
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Travelling alchemists

Post by imsobadatnicknames »

UPDATE: I added wilderness travelling alchemists. They're represented by enemy mobiles.
You can trade with them just like the ones you find in taverns.

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However, you can also attempt to rob them by succesfully landing a hit on them, but doing so will lower your legal reputation. The chance to succesfully rob them increases with your Streetwise skill. If you succeed, they will hand you some potions for free and leave.

Image

If you fail, they'll keep attacking you, but you'll still find some potions in their inventory if you kill them.

Image
Image
Attachments
Travelling alchemists 1.2.rar
(13.01 KiB) Downloaded 13 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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