This new version is mainly pushed out because I got permission from dreamed1 to update and make a replacer plugin patch for the mod Skyrim Ingredients for Oblivion. The main mod page have been updated with information about the optional patches at the bottom. Besides that I have only a few other minor changes.
My patch is a replacer plugin which means you need the original mod, install the BSA then replace the plugin from that mod with my patch plugin.
My replacer patch differ from the original mod in the following ways:
1. Increased the number of shops selling non-food Skyrim ingredients from 3 to all the alchemy shops. Since my mod already makes all the Morrowind ingredients available across all of Cyrodiil I think it should be the same for Skyrim ingredients. Note that there are always more Skyrim ingredients available in Bruma then any other city due to its proximity to Skyrim. Food ingredients however are sold the same places as in the original.
2. Balanced out the ingredients in 3 groups: Common, uncommon and rare with varying chance of them being available in shops as in Skyrim.
3. The quantity of each ingredient available is determined by their rarity. The quantities are also more randomized for both food and non-food ingredients so that you don't always get the same size stack of ingredients.
4. Weight and price changes. Generally the ingredients weigh less but the prices are somewhat the same.
5. The ingredient effect balancing stays close to lore and overall you'll find the stronger effects associated with the rarer ingredients.
6. Removed changes to the 9 NPCs who carried 1 random Skyrim ingredient to reduce mod conflicts since my mod already features finding caches of ingredients in dungeons and other places.
Other changes for v 2.1: - Sinderion now always has some of the new ingredients added in v 1.59 available and overall they are now more common. - MOO patch updated and I finally managed to balance all of the ingredients instead of just the most commonly occurring ones. - Included the missing urn mesh that was missed in v 2.0 - COBL catalogs can now be bought from Estelle Renoit i Chorrol. They are levelled (level 1, 3, 8 & 16). - The few fungi planted here and there are all placed as to be compatible with all HESU and UL landscape mods. Let me know if you find any conflicts. - Only a few effect balance changes mainly to Restore Attribute to make them more common though there are a few noteworthy cases:
Could I make a suggestion for the Skyrim Ingredients patch? According to lore Jazbay Grapes during the time of Oblivion are very rare and picking them could be considered treasonous, although by the time of Skyrim those laws are much more relaxed. My suggestion would be, as a result, that Jazbay Grapes should probably be put in the rare or very rare ingredients lists, as well as the products made from them (Jazbay Crostata and Alto Wine).
Thanks for the suggestions. I will make them rarer. I did notice though that Alto wine is common and pretty cheap which is a bit odd. What a timely comment as I have a update coming up very soon with many updated ingredient models and even a few new ones such as Ash Hopper Jelly and Felsaad Tern Feathers.
Yeah Skyrim Ingredients takes everything directly from Skyrim like relative values in price and weight and effects, so these kinds of inconsistencies get overlooked. Another one would be the fact that the Honningbrew Meadery didn't exist yet during the time of Oblivion but Honningbrew Mead is in the mod, but there are probably people who want that nostalgia when playing Oblivion. Great to hear that you'll be adding a few more things though! Can't wait for the update
Good to know about the Honningbrew as well. I haven't played Skyrim for more than about 2 hours so i have limited knowledge. Is there anything else about ingredients and beverages that I need to know about? Also I couldn't find anything about Honningbrew where did you read this?
During a quest for Maven Black-Briar she mentions that she wants to know how the Honningbrew Meadery got up and running so quickly, and one of the employees of the meadery, Eimar, mentions in dialogue that Sabjorn (the owner) has only been running it for a short time and they are growing quickly. All this, as well as various bits of info you hear during the quest suggests that Honningbrew Meadery is relatively new operation.
As for anything else you might want to know with regards to drinks and ingredients, that's about it. I haven't come across anything else, although it's possible I've missed something, I wouldn't call myself an expert of lore.
Thanks. I'll take it all in to consideration when I decide on the rarity of the beverage and ingredients. I want it to be lore friendly but also not too rare.
Great mod, really great to use for Alchemy builds alongside De Rerum Dirennis and such. Noticed, however, it changes COBL beverages' names by adding a "-" prefix to them. Is this intentional or an unnoticed bug? Cheers.
It's good to hear you're enjoying the mod. The prefix is there to make sure all beverages are at the top of the alchemy inventory to set them apart from normal magical potion. It's very useful if you're using "needs" mods. I might make a version with only balance changes since this isn't an important change.
I've upgraded all my mods (including this) and noticed the Water Hyacinth lost it's restore magicka effect. Was this changed in one of the newer version?
Edit: I've skimmed through the posts here, some of them are indeed changelogs, but couldn't find the change. I've checked it in xEdit, and indeed my poor-poor hyacinth lost its restore magick properties...
Well, there goes my magicka addiction as an atronach mage, time to raid ayleid ruins for some welkynd stone...
After playing a bit with the mod, I've got to say, the balance is really nice. For example there are more magicka plants than prior, so it's not just camping a few spots for it anymore, instead you can actually go and pick herbs in a vast area and make enough of it.
When it comes to the cooler effects, spell absorb for example, those I tend to only be able to craft when I buy rare ingredients from alchemists, which is such a welcoming change.
So all in all, good job with the mod, I really like the latest changes!
I'm glad to hear you like the balance. It's what I put my effort in to accomplishing with this mod. Thanks.
Yes, in the last couple of updates I made ingredients with Restore Magicka (as well as Restore Attribute & Night-Eye) much easier to find since I felt they were a bit too rare.
No. Non of the patches are necessary they just make sure to keep the same balance system for the ingredients. If you prefer Maskar's balancing of the ingredient's effects you can just skip mine.
Greetings. Love the mod. Been using it for a while now. Recently I noticed the price of my extremely complex potions with 4+ effects are still valued extremely cheaply - around 16 gold. Simple world-found potions sell for 50x more gold in some cases. Is this an oblivion intention or is this the mod's doing? Cheers! I'm gonna poke around in some esps and inis to see what's up.
It's a game setting. I would be cool with a mod which increased the value if more effects were added to a potion. Personally I never sell any of the more complex potions since they are far to good to not be used. There a mod which change value of you home-brewed potions/poison: https://www.nexusmods.com/oblivion/mods/31250?tab=files
Hey, I've got a small question. I'd like to use this mod together with Magic Effects OBSE Tweaks which among other things makes Demoralize and Frenzy available for alchemy. With default .ini settings it overwrites all of your edits to Daedra Heart, Fly Amanita Cap, Human Heart, Scales, Blister Pod Cap, and Troll Fat, and since you've obviously put a lot of thought into effect distribution I'd like to know if you have any advice on better places to insert those two effects.
Hey, If I were you I would make new ingredient and add the effects to them. But you should test those Demoralize and Frenzy poison first because I think you'll find they don't work too well as poison/potions. During my testing I've tested all effects (even summons which crashes the game when used) and those levelled effects such as Demoralize and Frenzy are often not strong enough to affect the NPCs you poison. They are best used as spells, but give it a shot and let me know what you find out.
Looks great, but... any chance of making a version of this without the COBL requirement? Seems kinda silly to need to have the COBL esm taking up a load slot when COBL isn't being used in any way.
I was saying that I don't use COBL in any other way; this mod would force it in to my game & I just don't have the room, plus some of the plugins from IEO that handle other mods' ingredients aren't mergeable. With those & COBL, just to get some ingredient changes would take up a whopping amount of load order spots. Maybe a merged version down the line, otherwise this one can't be used by those with tight load orders.
Ignore this entire post. I didn't understand Cobl at the time, but I've been using it for months now. Obviously it would need to be a master for this mod.
Hi Merc, UrnForCOBLPlants object in Bruma Mages Guild displays missing mesh error for me. I don't have any middleurntan01Sttatic.nif file in Meshes/Clutter folder and it's not present neihter in Cobl nor MIEO. The rest works good and thanks for amazing mod.
I had an idea whether you'd consider adding support for Skyrim Ingredients and Settlements of Cyrodiil - Cornucopia ingredients someday? I found out you're working on another big project involving Argonians, but that's just a suggestion for the future :D
Thanks for letting me know and you're welcome. I've uploaded the missing mesh under Files -> Updates. Yea I'm still considering doing a patch for Skyrim Ingredients in the future. I had not heard of Settlements of Cyrodiil - Cornucopia so thanks for mentioning it. I might make a patch for it in the future but note that since that mod only adds food items my patch would make them all very "weak" alchemically.
I appreciate it. Glad you enjoy it. Grab the last update (v2.0) it might be the last update ever for this mod. I need to re-learn the good recipes again. Let me know if you find some good combinations.
217 comments
This new version is mainly pushed out because I got permission from dreamed1 to update and make a replacer plugin patch for the mod Skyrim Ingredients for Oblivion. The main mod page have been updated with information about the optional patches at the bottom.
Besides that I have only a few other minor changes.
Version 2.1 changes:
- New patch for Skyrim Ingredients for Oblivion which requires the BSA from the original mod version 1.0 to work.
My patch is a replacer plugin which means you need the original mod, install the BSA then replace the plugin from that mod with my patch plugin.
My replacer patch differ from the original mod in the following ways:
1. Increased the number of shops selling non-food Skyrim ingredients from 3 to all the alchemy shops.
Since my mod already makes all the Morrowind ingredients available across all of Cyrodiil I think it should be the same for Skyrim ingredients. Note that there are always more Skyrim ingredients available in Bruma then any other city due to its proximity to Skyrim. Food ingredients however are sold the same places as in the original.
2. Balanced out the ingredients in 3 groups: Common, uncommon and rare with varying chance of them being available in shops as in Skyrim.
3. The quantity of each ingredient available is determined by their rarity. The quantities are also more randomized for both food and
non-food ingredients so that you don't always get the same size stack of ingredients.
4. Weight and price changes. Generally the ingredients weigh less but the prices are somewhat the same.
5. The ingredient effect balancing stays close to lore and overall you'll find the stronger effects associated with the rarer ingredients.
6. Removed changes to the 9 NPCs who carried 1 random Skyrim ingredient to reduce mod conflicts since my mod already features finding caches of ingredients in dungeons and other places.
Other changes for v 2.1:
- Sinderion now always has some of the new ingredients added in v 1.59 available and overall they are now more common.
- MOO patch updated and I finally managed to balance all of the ingredients instead of just the most commonly occurring ones.
- Included the missing urn mesh that was missed in v 2.0
- COBL catalogs can now be bought from Estelle Renoit i Chorrol. They are levelled (level 1, 3, 8 & 16).
- The few fungi planted here and there are all placed as to be compatible with all HESU and UL landscape mods. Let me know if you find any conflicts.
- Only a few effect balance changes mainly to Restore Attribute to make them more common though there are a few noteworthy cases:
Elf Cup Cap: 1st feather -> Reflect Damage
Somnalius Frond: 1st Feather -> Night-Eye
Mandrake Root: 1st Fortify Marksman -> Fortify Blade
Bog Beacon Asco Cap: 1st Fortify Blade -> Fortify Marksman
Columbine Root Pulp: 4th Resist Normal Weapons -> Restore Magicka
Nether Root <-> Scourge Root (swapped all 4 effects)
Ampoule Pod: 3rd Reflect Spell -> Reflect Damage
Luminous Russula: 3rd Restore Magicka -> Shock shield
Young Tippler's Bane: 3rd Shock shield -> Night-Eye
Flax Seeds: 4th Restore magicka -> Resist Disease
Heartwood: 3rd Spell Absorption -> Chameleon, 4th Reflect Spell -> Water Walking
Dark Human Heart: 1st Chameleon -> Fortify Health
Onion: 1st Restore Fatigue -> Resist Poison, 2nd Resist Poison -> Restore Magicka
Venison: 3rd Fortify Endurance -> Restore Health, 4th Restore Health -> Feather
Bungler's Bane: 1st Fortify Luck -> Fortify Endurance
Enjoy!
What a timely comment as I have a update coming up very soon with many updated ingredient models and even a few new ones such as Ash Hopper Jelly and Felsaad Tern Feathers.
Is there anything else about ingredients and beverages that I need to know about? Also I couldn't find anything about Honningbrew where did you read this?
As for anything else you might want to know with regards to drinks and ingredients, that's about it. I haven't come across anything else, although it's possible I've missed something, I wouldn't call myself an expert of lore.
Noticed, however, it changes COBL beverages' names by adding a "-" prefix to them. Is this intentional or an unnoticed bug?
Cheers.
The prefix is there to make sure all beverages are at the top of the alchemy inventory to set them apart from normal magical potion.
It's very useful if you're using "needs" mods.
I might make a version with only balance changes since this isn't an important change.
The mods do different things.
I've upgraded all my mods (including this) and noticed the Water Hyacinth lost it's restore magicka effect. Was this changed in one of the newer version?
Edit: I've skimmed through the posts here, some of them are indeed changelogs, but couldn't find the change. I've checked it in xEdit, and indeed my poor-poor hyacinth lost its restore magick properties...
Well, there goes my magicka addiction as an atronach mage, time to raid ayleid ruins for some welkynd stone...
For Restore Magicka as 1st or 2nd effect go for:
Alkanet Flower, Bog Beacon Asco Cap, Mandrak Root, Onion, Steel-Blue Entoloma Cap and Wisp Stalk Caps
If you need to find ingredients with a particular effect just buy a effect/ingredient catalog. You can find them in some book stores but not all.
After playing a bit with the mod, I've got to say, the balance is really nice. For example there are more magicka plants than prior, so it's not just camping a few spots for it anymore, instead you can actually go and pick herbs in a vast area and make enough of it.
When it comes to the cooler effects, spell absorb for example, those I tend to only be able to craft when I buy rare ingredients from alchemists, which is such a welcoming change.
So all in all, good job with the mod, I really like the latest changes!
Yes, in the last couple of updates I made ingredients with Restore Magicka (as well as Restore Attribute & Night-Eye) much easier to find since I felt they were a bit too rare.
Non of the patches are necessary they just make sure to keep the same balance system for the ingredients. If you prefer Maskar's balancing of the ingredient's effects you can just skip mine.
Personally I never sell any of the more complex potions since they are far to good to not be used.
There a mod which change value of you home-brewed potions/poison:
https://www.nexusmods.com/oblivion/mods/31250?tab=files
I'd like to use this mod together with Magic Effects OBSE Tweaks which among other things makes Demoralize and Frenzy available for alchemy. With default .ini settings it overwrites all of your edits to Daedra Heart, Fly Amanita Cap, Human Heart, Scales, Blister Pod Cap, and Troll Fat, and since you've obviously put a lot of thought into effect distribution I'd like to know if you have any advice on better places to insert those two effects.
If I were you I would make new ingredient and add the effects to them.
But you should test those Demoralize and Frenzy poison first because I think you'll find they don't work too well as poison/potions.
During my testing I've tested all effects (even summons which crashes the game when used) and those levelled effects such as Demoralize and Frenzy are often not strong enough to affect the NPCs you poison. They are best used as spells, but give it a shot and let me know what you find out.
UrnForCOBLPlants object in Bruma Mages Guild displays missing mesh error for me.
I don't have any middleurntan01Sttatic.nif file in Meshes/Clutter folder and it's not present neihter in Cobl nor MIEO.
The rest works good and thanks for amazing mod.
I had an idea whether you'd consider adding support for Skyrim Ingredients and Settlements of Cyrodiil - Cornucopia ingredients someday? I found out you're working on another big project involving Argonians, but that's just a suggestion for the future :D
Yea I'm still considering doing a patch for Skyrim Ingredients in the future.
I had not heard of Settlements of Cyrodiil - Cornucopia so thanks for mentioning it.
I might make a patch for it in the future but note that since that mod only adds food items my patch would make them all very "weak" alchemically.
Thanks for a quick fix!
That is about to change.
thanks
...well that's a lie, I only tracked the mod now, so I had no idea there was an update xD
Honestly, I had to come back just to say thanks, again.
Alchemy is awesome, and this is an absolutely outstanding mod!
Grab the last update (v2.0) it might be the last update ever for this mod. I need to re-learn the good recipes again. Let me know if you find some good combinations.