Changed the name of the thread - as we have finally posted up a combined asset pack for LoG2 Alchemy
Firstly, CREDITS:
1) (ArdTru) Created the LiquidPotion models with animated liquid insides, used for all potions in the pack
2) (AndakRainor) Scripting for the custom Alchemy system, Water flask functions & new Recipe format
3) (minmay
& Germanny) Germanny's Dungeon Master Resource - mushroom & dm flask textures modified & included
4) (minmay) MinAssets - essence & third eye textures modified & included
5) (akroma222) Extended, modified and combined the above creative works + most Icons & item definitions
The Pack Includes:
The Readme has directions for implementation into mods
Files include a small Test Area to easily check out (the following)
Test Area can be accessed through the editor OR as a custom dungeon ( .dat file included)
Herbs - 20
Mushrooms - 10
Water flask functionality
3 sets of Empty/Water Flasks (Standard+, Large & LargeRum)
custom Grimrock1 Alchemy system
25 Liquid Flask examples (standard+ style)
25 LargeLiquid Rope Flask examples (Rum style)
New Recipe Format - customizing Upgrades with Traits
Healing & Energy (Basic, Large, Improved) definitions redone
AlchemyAtlas for (all above) icons
Nexus link:
http://www.nexusmods.com/grimrock/mods/ ... D422&pUp=1
There are more Ingredients, Potions, Bombs & Powders, animated Liquids and Recipes I wanted to add
I will likely update the definitions and icons with these things as I go, over time
Post here or PM me if you have any queries or trouble
Akroma
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So, Alchemy!
Q1. Has anyone put together a custom mortar & pestle using John's grimtk?
(For the purposes of replicated Grimrock1 mortar or otherwise)
Im keen to include some custom Herbs, but of course this then makes the new system (as great as it is), a little inconvenient
I like the idea that the old system required a bit more inventory/mouse work - as mixing up potions should req some undivided attention
As a work around
mouse item (which would be a potion) and a recipe table... so you can use custom herbs to augment or alter potions you have used the current system to create
I really kinda liked that constraint on the amount of potions you can mix
I am unsure how including them meaningfully would be would be possible without a custom Mortar/pestle system
Q3. Improved Alchemy upgrades Healing/Energy potions to their bigger brothers ( hard coded
Has anyone thought of a work around so we can mimic this cool ability with other potions
Again- I am unsure how this would be possible without a custom Mortar/pestle
I am also considering moving the whole Alchemy thing over to (ArdTru's) grimForge
Recipes can be kept in a Recipe book and there would be more room for Customisation obviously

.....which would checkfor the req Herbs in a (sack) container (in hand) disguised as a Mortar??
... which is what effectively is going on anyway
Anyway, I would be very interested to hear peoples thoughts on this
Akroma
EDIT! Is the Alchemists hard coded ability to multiply Herbs (based on steps taken) able to multiple custom Herbs?
I guess its a question of whether the ability checks for Herb names VS item trait "herb"
(sorry to ask - kinda lazy)