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Showing posts with label alchemy. Show all posts
Showing posts with label alchemy. Show all posts

21 May 2012

I'll Meet You at the Council Club

Mixing Drinks


For my fourth Morrowind mod, the second in the Traveller's Guide to Dining series, I decided to stay within the town of Ald'ruhn and give some personality to the Ald'ruhn Council Club, which is a small tavern with a bar and a few tables. The Council Club gives the impression of being a place for intimate meetings over drinks between friends or acquaintances, or conspirers (the proprietor is a member of the Thieves Guild). In the plain vanilla game, the club is populated with a few generic characters and there is nothing of interest to do. The player can't even buy a drink at the bar.

I decided that the Dunmer proprietor, Darvam Hlaren, should sell a variety of drinks, both local and imported, that he could provide because of his connections and distribution network. I spent a lot of time researching types of alcohol and designing various alcoholic beverages based on in-game ingredients and their effects. I took existing bottle models, recolored the textures using GIMP to make each bottle different, and even added images I found on the web to some of them to make them interesting. A few of the drink names already existed in The Elder Scrolls lore, the rest I made up based either on bits of Elven language from the Imperial Library dictionary, on the names of deities, or on the color or ingredients.

Drink bottle textures

04 May 2012

Morrowind Alchemy

A Budding Alchemist


In the spring of 2010, I was replaying Morrowind from the beginning. After joining the Mages Guild in Balmora, I did several quests for Ajira, a Khajiit novice alchemist. Her first task was to bring her samples of mushrooms; her third task was to bring her samples of flowers; and her fifth task was to recover the reports she had written that were stolen by a fellow student. The rewards for doing these tasks were several different kinds of potions. It occurred to me that after wandering around in the wilds looking for various plants based on their described characteristics and then reading the reports that Ajira wrote about her experiments with them, that my character should have improved in alchemy skill. Wasn't that the point of going through these types of exercises?

This thought led to the creation of my first mod. I ran The Elder Scrolls Construction Set (TES CS) and poked around until I found the two reports. It was a simple matter to change one attribute on each report to cause each one to give a skill point when read. Thinking that other players might like this mod, I decided to upload it to Planet Elder Scrolls. I gave the mod a simple and obvious name — Ajira's Alchemy Reports. It was a big hit and that was all the encouragement I needed when I got an idea for another mod.