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Lover's Essences - Development Progress (Dec 2022 - Jan 2023)


private_johny

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For a long time, i've no publish any information about development status, so i want share some info.

 

Custom Ingredients

 

This is a base list of all ingredients which i add to my mod

 

  • Ingredients obtained after sexual intercourse
    • About 60  ingredients of playable races. List will be extended with addons for custom races. This include sperm, squirt, blood
    • About 20 essences from animal/creature races.
    • All essences basically has no effect and use ALCH (Ingestible/Potion/Food) type of object. So create potions with this ingredients you can only on special workbench.
  • Ingredients from other games of TES series (Morrowind, Oblivion) 
    • Currently its about 10 ingredients, as standard INGR. I assign it original magic effects from other TES games. 
    • All of this can be purchased from vendors, khajiit caravans, and planted (currently only in my mod orangery)
  • Some special ingredients, such as solvents, catalysts, powders, extracts which will be used in craft. Some of this can be obtained by craft, some only from vendors.

 

Custom Potions/Food

 

I concetrate my work on restoring some original/old game versions potions and add some extra, which have no lore version.

 

  • Elixir of Exploration (Oblivion) - amazing potion which you can get from Sinderion's quest in Oblivion.
  • Potion of Herbalist (4 tiers) - custom potion with effect similar to the perk "Green Thumb". With some chance (based on potion tier) you can get extra ingredients from harvesting plants.
  • Improved (combined) potions - various potions, which can be crafted through mixing 2+ potions with special solvent. As example, health restore and regenerate potions can be mixed to potion with both effects and extra magnitude. Also i create similar potions for battle/sneak/magic skills, and some other combinations, depended on game style.
  • Alchemy boost potions. I always wondered why there is no potion with the effect of Fortify Alchemy in the game, there is no ingredient, but at the same time there is such a magical effect. So i restore this effect, create speciall processing for Death Bell (read book Special Flora of Tamriel), to create extract with required effect. Also i create effects for alchemy experience boost potion and for similar to the Sinderion's Surprise ability. Of course, it's need balancing of effects.
  • Set of potions with racial effects which can be crafted from "special essences".
  • Pheromones (still need test) - potions with cloak effect, which change behavior/relation to you from other NPCs.
  • Other various ingestibles - food, drinks, alcohols, drugs. 

 

Ingredients collecting 

 

I provide some mechanics of collecting different types of ingredients.

 

  • Sexual essences automatically obtainable through SL OrgasmEnd Hook after sex-scene.
  • Also it can drop from corpse with some chance. I update all Leveled List with "safe way" so you no need to use special tools to merge it.
    • But I'm still in doubt about how "realistic" it is. Is it possible that a wolf, before dying, will pour his sperm into a jar, and indeed where does he get a bottle from?
    • Perhaps I will make an option with the addition of a new activation menu. Something in the style of "I'll take a syringe and pump it out of his testicles." It will be more realistic, especially if you add the chances of a successful collection.
  • Accordingly, I already have a syringe for collecting blood and a separate skill that allows me to use it. For all playable races, you can collect blood with it. It can be used in potions or drunk by a vampire.
    • This works in the same way as it is done in one of the main storyline quests. With one difference - instead of changing the quest variable, you get a real ingredient, and you need empty vessels to collect.
    • While the effect of the collector's potion does not work on the collection of blood. Just because formally the blood is not INGR, but an object of the ALCH type. But most likely I will fix it.
    • From some creatures with syringe you can get some extra ingredients - its add new activation menu. For example, Spriggan Sap from Spriggan's corpse. 
  • Plantable ingredients. All of plant-type ingredients can be growned on HearthFire planters. Some of this will be available only for planters in shop's orangery. And, yes, you will be able to plant Nirnroot, Crimson Nirnroot, Moon Sugar Cane. 
  • Archmage's magic chest. It's unique artifact from Oblivion. It will allow you to put 1 ingredient and get 10 on next day. 
  • Vendors. I update assortiment of all apothecaries, caravan merchants and some innkeepers to sell new ingredients, some rare items. For example, Babette, after completing her special quest chain, will sell the Jarrin Root. Of course, it permanently will have some "sexual essences", catalysts, solvents and other specific substances, required for alchemy recipes.

 

 

 

Actually i also work on "collector's tools and armor set". This is a set of items - armor, jewelry, equipped tools. It allows you to collect additional ingredients and increases their quantity. I'm still thinking about the balance in the implementation of this set, I will be glad to hear your suggestions and wishes.

 

 

Quests

 

All quest lines currently uncompleted, i need write some dialogues, test conditions, debug scripts and find how to realize some my ideas for quests. But this current list of quest lines

 

  • Main quest line. By completing this chain, you will learn about the use of "special" ingredients, learn how to get them, how to brew potions from them, their properties and recipes. As a reward for each stage, you get access to new goods from all alchemists (including but not limited to "special essences"), the posibility to use the store as your home, alchemy experience (including "lover's alchemy" skill), access to the laboratory and its supplies, and also some unique artifacts. And it's reuired for access to radiant quest and other quest lines.
  • History of the great alchemist. This chain will bring you back to "life" one of the most famous alchemists. His ghost will dwell in the store lobby, sharing his experience and knowledge with you, teaching you a number of tricks and recipes.
  • Black Book "Lover's Essences". We all know that Hermaeus Mora is reluctant to part with his knowledge. Discover a long-lost tome, explore the new Apocrypha zone and uncover its mysteries.
  • Moon Sugar's Researching. Help the store owner in his research, learn the secrets of this "barelly legal" ingredient and learn how to make new potions from it.
  • Some other quest lines, specified for concrete apothecaries and them lore-related stories - Arcadia, Nurelion, Babette. 
  • Radiant alchemy/essence collecting/ingredients collecting quests. All quest give some various rewards - gold (leveled), ingredients ("special"/rare/uncommon), recipes, experience (vanilla alchemy, lover's alchemy, essence collecting). Some examples:
    • Bring some amount of vanilla ingredients for vendor. Rewards - alchemy experience, gold (related to ingredients cost + extra), potions of herbalist.
    • Bring some "special" essences to vendor.
    • Create some vanilla/special potion. Rewards - recipes, ingredients, gold, experience
    • Deliver some items from one alchemist to another.

 

Vendor's assortment update.

 

So i update assortment of all apothecaries in game (Vanilla + Dragonborn + Dawnguard). All has specific assortiment, related to them speciality - some of them sell aphrodisiacs, another sell poisons and its recipes, another - fortify potions. All of them sell random "special essences"  and other new ingredients. 

 

List of goods changing dynamically, by completing quest and other conditions. 

 

I declined the method of directly editing "trader chests", replacing it with control through quest aliases, which allowed me to avoid compatibility problems with other add-ons, and also make a flexible assortment management system. The mechanic controls all major apothecaries, caravan merchants, and some inkeepers.

 

Completing specific quest lines from each alchemist, you can open extended goods list. 

 

 

Other staff

 

I share list of some other features, currently developing, without details. Some of thist can be changed in release

 

  • Teleport system to major cities and some guilds. Of course, you need complete some quest to access it.
  • Randomization of craft results. As example, when you craft Herbalist's Potion (tier 1), you can randomly with some chance - receive extra potion (duplicate), recieve potion with higher grade, return some of ingredients, or get some side products - for exchange, sell or craft.
  • Leveled Skill Experience. For some reasons, i disable alchemy exp gain for my specficic workbenches (my potion valuable, so give too much EXP), and i realize alternative progressive experience system for craft and quest. 
  • Book of conjuration. Allows you to summon some creatures that are rarely found in the game, or hard-to-reach locations.
  • Book of Ingredients. Teach you random effect of any ingredient. 
  • Dwemer Analyze Cube. Allow you teach all effects of ingredient, which gifted/placed to artifact. Also can decompose any potion, create list of effects, and try to find recipe for crafting.
  • Notes with information about custom added ingredients. Allow you teach properties of mod-added ingredients.
  • Recipe Knowledges System. For some of my new potions, you need have recipe to create it. Works through hidden Perks.
  • Some amount of lore-friendly alchemy-related books from other games (Morrowind, Oblivion, Online). Some of this are Skill Books (teach skills)
  • Some amount of erotic stories, sex-related books - just for fun)
  • Erotic wallart with custom viewable descriptions ("decorator's spirit", created through Talking Activators)
  • Scribe's Desk - for book/notes duplicating and knowledges recording. For one of quest, you will need destroy one of quest book, so with this tool you can create its copy.
  • Also i auto-enable function "take without read" for all skill books.
  • Collectible jars with ingredients. Not anything new, but i randomize amount of received ingredients. So from jar with lavender you can for example recieve 5-6 items.
  • Of course, some plants in Shop's Orangery also "extra fertilized" and give more ingredients.
  • Side products system for alchemy/cooking. As i write earlier, due to craft you can get extra items. This items you can exchange for alchemy experience, ingredients or sell it to vendors. Some of this will be only for sale, with high price (about 1000-3000 gold), but will drop with very low chance (about 1-2 %)

 

Part of this features fully implemented, some of this in testing state, for some i know how to do it and need to realize.

 

 

 

Edited by private_johny

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