Name: Alchemy Advanced
Version: 1.0
Date: 2009/11/01
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0.214, Oblivion Script Extender (OBSE) v0017 or later
Recommended: Oblivion Mod Manager
Author(s): JRoush
Source: http://www.tesnexus.com/downloads/file.php?id=25226
Forum: http://www.bethsoft.com/bgsforums/index.php?showtopic=1009436

Description
===========
Alchemy Advanced replaces the original alchemy menu and offers a set of new features and mechanics, including brewing in batches, flexible ingredient filtering, an integrated recipe system, masking of select ingredient effects, and customizable calculations of potion weight, cost, strength, and duration.


Features
=======
A brief list:
- a quantity slider for brewing batches of potions
- ingredient filters that can be edited in-game
- a new type of autofilter that looks for replacements for the current ingredient
- a new type of alchemal apparatus (the Refiner) for temporarily removing selected effects from ingredients.
- integrated saving and loading of recipes, and a new type of alchemical apparatus (the Alchemist's Notebook) for storing saved recipes.
- a duration slider to specify the target duration of potion effects
- the ability to use potions and other recipes as ingredients in the current recipe
- customizable calculation of potion weight and gold value
- customizable calculation potion effect strengths
See the Features pdf packaged with the mod for a complete reference to the new features and instructions on their use.  The pdf's a bit long - there are a lot of features - so maybe don't read it all in one sitting.


OBMM Install
============
Load with OBMM and activate.  Alchemy Advanced *must* be loaded after any interface mods that alter alchemy.xml or alchemy.dds.  The first time you restart Oblivion after installing the mod you will need to wait about 5 seconds for the menu monitoring scripts to fire up.  This is only necessary the first time you load the savegame for a given character, or when you start a new game.

Manual Install
==============
-  Unpack the mod archive somewhere temporary 
-  (Optional) If you use DarkUI, Open the DarkUI_Tweaks folder and:
   -  copy DarkUI_Tweaks\ingcol_seperator.dds to Textures\Menus\Alchemy\RshAlchemy\ingcol_seperator.dds
   -  copy DarkUI_Tweaks\style_config.xml to menus\prefabs\RshAlchemy\style_config.xml
   -  copy DarkUI_Tweaks\alchemy_COLOR.dds to Textures\Menus\Alchemy\alchemy.dds
   -  copy DarkUI_Tweaks\ingsel_background_COLOR.dds to Textures\Menus\Alchemy\ingsel_background.dds
   where COLOR is your choice of red, blue, or black.
-  Delete the DarkUI_Tweaks and Images folders
-  Copy the remaining files and folders and paste them into the Oblivion\Data directory
-  Enable RshAlchemy.esp in the 'Data Files' dialogue of the Oblivion loader

Due to a bug in the game, it may be necessary to perform "archive invalidation", see
 http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Archive_Invalidation for details.

The first time you restart Oblivion after installing the mod you will need to wait about 5 seconds for the menu monitoring scripts to fire up.  This is only necessary the first time you load the savegame for a given character, or when you start a new game.

Uninstall
=========
For the .OMOD version, this is trivial. For the archive version, you'll need to manually delete RshAlchemy.esp, menus\dialog\alchemy.xml, and Textures\Menus\Alchemy\alchemy.dds.


Compatibility
===============
Alchemy Advanced should be compatible with almost every other mod, including those that add additional alchemical ingredients or potions. In particular, it is known to be compatible with:
- Elys's Skill Uncapper; A fantastic mod and highly recommended
- Waldo's Grandmaster of Alchemy; another fantastic mod, also highly recommended
- DarNifiedUI, BTmod, and others that alter .xml files, provided Alchemy Advanced is installed last.  Make sure that the alchemy.xml file from Alchemy Advanced overwrites the copies from any other mods.
- A UI mod that reduces font size is recommended to increase the readability of the menu.
There have been some reports of "strange behavior" when used in conjunction with Static Alchemy (a resource used in, among other mods, Summonable Private Quarters).  Any reports on exactly what this behavior is and how to reproduce it would be appreciated.
As of this release, there are no mods known to be explicitly incompatible with Alchemy Advanced.


Known Issues or Bugs
====================
- Due to limitations in tracking the cursor position, vertical and horizontal scroll bars on the alchemy menu will not respond to click & drag anymore - use the mouse scroll wheel or click the scroll arrows instead. 
- Due to limitations in determining what menu tile has keyboard focus, keyboard navigation has been disabled in the alchemy menu: the arrow keys will no longer jump between buttons.
- Due to the increased size of alchemy.xml, the alchemy menu will take noticeably longer to load, particularly just after Oblivion is restarted.  This and other performance issues may be addressed in a future version (I can't guarantee a solution).


History
=======
1.0, 2009/11/01 - min/max duration settings less than zero now disabled the potion duration slider
                - added a setting to disable the in-game settings menu
                - mod now checks a settings config file (Oblivion\Data\AlchemyAdvanced.ini) with every savegame load
                - removed 'prototype' apparati and instead made the novice version available immediately
                - wrote *much* more complete feature documentation
                - included alternate menu backgrounds in different colors
                - switched to Rederick_Asher's new logical operator icons
0.3, 2009/07/01	- Second beta release:
                - Default effect strength and potion cost heavily tweaked for balance.
                - Changed default status text font to fix problems with the menu being unreadable for players 
                  without a font changing mod.
                - Recipes may now only require positive quantities of ingredients (sidesteps a number of issues)
                - Rewrote scrollbar xml files; moves scroll bar processing out of scripts and fixes exploit where
                  clicking on scrollbar re-eneabled the create button.
                - The "potions made" stat is now updated properly, allows compatibility with Oblivion XP (among
                  other things)
                - ingredients flagged as quest items no longer appear in the ingredient selection submenu.
                - menu layout expanded and re-arranged to provide more space
                - fixed bugs with the handling of actor value parameters in the autofilters
                - implemented an option to use vanilla Oblivion effect strengths rather than the custom equations
                - added a 'duration' attribute to recipes to allow players to select the duration of the recipe effects
                - added an option to reset/automate the ingredient filter every time the selection submenu is opened.
                  allows an exact reproduction of vanilla filtering behavior
                - implemented a settings submenu for in-game customization of mod parameters
0.2, 2009/06/18 - Initial beta release. more to come.
				

Contact
=======
See the forum thread for a discussion of how to make this mod better.
Bug reports, comments, suggestions, and feedback of all kinds is greatly appreciated; the more specific the better.


Credits
=======
- Bethesda Softworks, whose game has sucked up far, far too much of my free time
- scruggsywuggsy the ferret and the rest of the OBSE team for (repeatedly) managing the impossible
- Haama, from whose mods most of the 'original' ideas here were bloodily ripped off 
  (http://www.oblivionmodwiki.com/index.php?title=Category:Mods_by_haama).
- All those who helped debug the first beta release by reporting the issues they encountered.
- Rederick_Asher, for his much improved logical operator icons


Tools Used
==========
DDS Converter - http://www.tesnexus.com/downloads/file.php?id=8698
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
Photoshop - http://www.adobe.com/products/photoshop/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
Do whatever you want with it.  Credit is appreciated but not exactly required.  However, if you post a modified version of this mod, please post a link to the original on TES Nexus.  This will ensure that everyone can find the latest version if more are released.
