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Posted (edited)

Sorry for what might be a dumb question, but I have a stack of potions with the same name, but which have far different hit values from my progression in alchemy crafting. (ex: I have alomost a dozen different strength "Potion of Damage Health". That's fine if I access them via the direct inventory, but if I assign them to the quick menu, they all come up with only the name and no attached strength value

 

I can rename weapons and armors in-game, by giving them an enchantment, but I'm not sure how to do the same (re: change name) with potions (and elixirs, and so forth)

 

Is there a recommended mod, or maybe I'm missing something obvious, or maybe I'm just humped and deal with it? Or alternatively, is there a mod that alters the quick menu to include weapon/armor/potion/etc "battle" values 

 

thanks

Edited by anjenthedog
Posted (edited)

Well my first instinct says no. There is this thing though, but I don't know if it works for potions. Also, I dread to think what it might be doing in the background to achieve this. My "troublemaker" alarm is going off on this one. Could be a false-alarm but I'd inspect the mod before doing a serious run in Skyrim with it.

 

I think it might be wiser to try to figure out why you have potions with different magnitudes stacking, as they do not do that for me. Could it for instance be that you've created a potion with a static effect like "cure disease" and some other effect which is affected by the magnitude (your alchemy skill), yet the game sorts it as any other cure disease potion? I'm just guessing here, like I said, never seen this before at least as far as I can remember.

 

Edit: Oh, just saw your edit. So the issue is the favourites menu and how the UI treats items there. My recommendation would then be to find some of the various favourite menu mods and see if they offer better control over what item is used. This one for instance looks quite... elaborate. And there was one that completely overhauled the mechanics that Gopher reviewed some year(s) ago. I'll try to find it...

 

Edit: iEquip

Edited by traison
Posted (edited)

I'll check out the noted mods.

 

FWIW, the why of it is really quite simple, and comes down to me "brewing" in batches while leveling alchemy (I'd already long since collected an enormous amount and variety of ingredients through wild harvest and gardening several player homes, when I started doing so) and not using the potions right away, and by batches I mean a dozen or more at a time.  But yeah, when added to the "stock" SkyUI quick menu, they all look the same, (ie, same name, no effect strength displayed), so picking off the level potion I'd prefer to use for a given target is hit or miss without going into inventory. FTR, I don't obey weight limits. I use a 9K+ carry-weight amulet mod, so carrying three dozen potions really isn't an issue for me. I'm not looking to "win the game" anymore, (twice was enough), so playing by the rules isn't in the mix, and I just wander, admire the scenery, do side quests here and there, and deal with threats as they confront me, so I don't have to do the killed animation... (yes, I *could use god mode, but that's a bit too far, even for cheater me ;) )

 

Oh, and  another reason for disparate potion strengths is that different ingredient combos can result in the same type of potion but with different strengths. (again, creating a dozen or so potions in a crafting batch). 


iequip looks pretty cool. Apparently just a bit complicated/laborious to set up, but very cool. Although maybe jaxonz renamer is all I need for now (if it can be used on potions). idk...

 

Thanks again for the links.

Edited by anjenthedog
Posted

Yeah the thing with the favourites menu in SkyUI is, that it's a bit broken. I don't know what the vanilla favourites menu was like, I mean did it even have one? I've used SkyUI to get rid of the consolitis infesting skyrim's menus pretty much since day 1 of pre-LE (obviously not since there was no mods back then but you get the point). For instance, you can have 2 daggers of the same type, and get them to equip properly in both hands. However if you temper them, this breaks completely; so what I do now instead is just use 2 different dagger types with similar damage values and temper those instead.

 

I wouldn't be surprised if what it was doing was just comparing the item names, which is probably what you're thinking as well seeing as you're looking for a renamer. But that also means that its fundamentally broken (or limited, perhaps by the game itself). This is why I immediately jumped to the idea of "replace the entire menu".

 

The reason why I said I've never seen this issue before was because before your edit, it seemed like you were seeing this in your main inventory ui. I do not have potions in my favourites menu, its just I've forgotten why, probably because of this very reason.

Posted

Yes, it appears that skyrim looks at the item name. I usually mod the item names if I can (at least armor and weapons) using an enchantment, replacing, re-termpring, and re-enchanting with a new one at points along the curve to reflect my improved skills. 

 

It looks like jaxonz will do the trick, although I expect I'm going to give iEquip a try at some point near term, as an augment.

 

Thanks @traison

Posted (edited)

Just had a quick look at potions in the favourites list, and for me it appears to be working? But who knows, the daggers look fine too before one of them becomes unselectable. I definitely didn't test enough.

ScreenShot855.jpg.88d2875eb762424c3937114b74070793.jpg

 

That is not why I'm posting though. I made something for you that may or may not work.

ScreenShot856.jpg.6a1685921b2cd25caeaca8f24a12a0ea.jpg

 

If it works, and is the greast thing since rubber dongs, you can claim it as your own.

 

Disclaimer: I don't know what this will do in the background. Save bloat, problems with other mods, broken sorting... it needs testing basically. Also, it is probably far from perfect; for instance I was unable to find any way to get the archetype of the effects. So whether to use magnitude or duration is based on another field and may be wrong half the time.

 

Edit: FFS, someone beat me to it, here's another potion renamer. Welp guess we got 2 now.

 

PotionNameFix.7z

Edited by traison

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