Less Tedious Alchemy by Tyrthyllanos
Skyrim » Magic - Alchemy, potions, poisons and ingreds
Added: 23/02/2013 - 09:48AM
Updated: 22/04/2013 - 07:03PM

53 Endorsements

1.1 Latest version

768 Unique D/Ls

1,158 Total D/Ls

11,132 Total Views

Uploaded by tyrthyllanos


Last updated at 19:03, 22 Apr 2013 Uploaded at 9:48, 23 Feb 2013

The purpose of this simple mod, as the name suggests, is to make alchemy less tedious. The changes are minor but gratifying.


1. Experimenter's effects are added to rank 1, 3, and 5 of the base Alchemist perk. You will now discover two ingredient effects by eating an ingredient with Alchemist Rank 1, three with Alchemist Rank 3, and all four with Alchemist Rank 5. This is of course in addition to the standard bonus to potion effectiveness that these perks give.

The reasoning behind this is that Experimenter is the lamest waste of three perk points available in the game. You can discover all the effects available without bothering to take it. If you DO invest the points, once you've discovered all the effects it no longer provides any kind of benefit at all. This change promotes organic play and learning the effects "as you go" without the waste of perks.

2. Experimenter is changed to a new perk, Efficiency. This perk has an effect similar to the quest perk "Sinderion's Serendipity", which gives you a chance to brew a bonus, identical potion every time you make one. That perk had a base chance of 25%. I made Efficiency 20%, and also edited the aforementioned quest perk to be 20% as well, since these perks will stack. Efficiency has only one rank.

3. Concentrated Poison and Green Thumb now have one extra rank each. This was done because it fits with the "less tedious" theme, and also to maintain the balance of total number of perks in the tree, since I removed two from the defunct Experimenter perk. I didn't expand these as far as some mods do, I think three poison applications and three ingredients gathered is enough.

Things this mod doesn't do you might have expected:

Make leveling alchemy faster. Go download the Community Uncapper if you want to change the skill increase rate. The point here wasn't to make leveling alchemy to max easier, it was to make using alchemy for your own potions and poisons less annoying, particularly if you want to collect your own ingredients.

Change the skill TREE (or the Alchemy skill AV) at all. This was done for compatibility purposes. "Efficiency" is the same FormID as the first rank of Experimenter - I edited the perk, I didn't replace it. My other additions are bonus ranks or changes to existing perks, which don't go into the skill tree at all. This means that mods that do change the skill tree, add extra perks to alchemy, etc., are fully compatible as long as they don't change the same vanilla perks I've edited.

Fix the alchemy/restoration loop. It's not something people do by accident; if you want to break your game balance, I won't stop you.

If you install this mod on a game in progress where the character already has the Experimenter perk, only the first rank is altered. The second and third rank are wasted points, and also will conflict with the new effect of the Alchemy first. It would be wise to remove those two perk ranks via the console, which can be safely done before or after installing this mod.

1.1: removed unnecessary Dawnguard dependency.