Skyrim

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CattyFr

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CattyFr

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59 comments

  1. Zerzavy
    Zerzavy
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    • 3 kudos
    Please port this to SE
  2. BlackMightyEagle
    BlackMightyEagle
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    For anyone (If there is still someone playim the old skyrim) who uses perk mods, just place this one last in the load order. It will change the alchemy perk tree to the one used in the mod,, but everything else should work fine. I don't see any reason to let other mods change this perk tree, as it would rend useless most of the content (I think vanilla or other perk mods won't affect potions from this mods. I might be wrong, though)
  3. adarmus999
    adarmus999
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    As many of the potions and poisons require specific perks to craft, will this render this mod incompatible with perk overhaul mods?
  4. Micah71381
    Micah71381
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    Do you have any plans of porting this to Skyrim SE and the Bethesda Mod Portal?
  5. lukaboot
    lukaboot
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    requiem patch needed asap
  6. Archangel1488
    Archangel1488
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    Hello! First of all, huge fan. Everytime i reinstall Skyrim, this mod is the "Must have" even if i don't choose play as Alchemist.
    Second, i found a little bug which will probabbly take 1 second to fix. The item is called "Alchemy Extactor" instead of "Alchemy ExtRactor" so it's really hard to find it in console, but appears just fine on crafting menu. ^^
    Thirdly, did i mention that this mod is awesome?
  7. Yohlazy
    Yohlazy
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    Can anyone tell me how this is working with SkyUI 5.0+ because of the changes to the menus? I was worried about if the new diffuser and extractor mess with that any.
    1. maxxdaemon
      maxxdaemon
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      • 9 kudos
      Works fine.
  8. Niginni
    Niginni
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    Has any one else run into the problem where health restoration potions don't restore any actual health? they are the only potions that do not have a value in the in-game description, for example restore stamina potions have "+75 stamina" in the in-game description but the health restoration potions only have "restore health" so that kinda sucks for me i need to heal since mi char does not use magica and does not regen. Any help regarding this problem is greatly appreciated!
  9. nisafei
    nisafei
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    Love the concept of this mod so much. I enjoy using alchemy when I play. But I use PerMa and SkyRe both of which alter alchemy pretty drastically. Was hoping to find a compatibility patch for this to work with either of those (PerMa is my current play). Though from a few posts below me it appears the mod is not progressing anymore.

    I also run with some additional ingredients from "Unofficial Morrowloot, Alchemy Module" that I would like to see added in. It adds in powdered ingots, gemstones, as well as some variants, plus powdered tusks and troll bone meal. Mostly got it to add in potions for Muffle, Nighteye, and waterwalking (I think this adds that)

    Hope to see it continued, hopefully with PerMa Support.
  10. JumpeiSC
    JumpeiSC
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    Scotty, I feel like he true fix for this type of system is to have the ingredients only retain 2 of their original effects, and add a proccessing station to turn it into an "extract" that has the other 2.  Then you would be using the original alchemy system, making it more compatible and balanced.  Then add a couple custom potions that require a high level perk and are made at the processing station with two or more "extracts."
     
    Thoughts?
    1. scotty9090
      scotty9090
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      Interesting idea. That would certainly restore compatibility with other mods since any ingredients / potion recipes they add could still be used / crafted.

      It would also restore the alchemy enchantment scaling, but would also (I think) take us back to the vanilla problem of producing multiple identically named potions in your inventory as you leveled up. Ex: i craft 20 potions and increase 2 levels along the way and end up with three different identically named "Restore Health" potion stacks in my inventory. With enchantments in play there's still going to be some degree of this, but if I could ... say, throw on my fortify alchemy gear and get a Restore Health II potion instead of a Restore Health I, or with maybe a Restore Health III potion with my uber-op-alchemy gear that would be kind of nice. I haven't thought through how this could be implemented so not sure if it would be viable or not (or at least viable in a non-overly complicated sense.)

      It's a minor annoyance though and I can definitely live without it. Not being able to craft a basic utility potion like Cure Disease or Waterbreathing until level 90 is a bigger problem for me.

      @CattyFr - Are you still maintaining the mod? If you've moved on to other things and would like to pass it along to someone, I'd be willing. I've been thinking I'm going to go ahead and take care of my own wants / needs for the mod locally anyway so I may was well share them with others as I do, but would want permission to do so of course.

    2. tyrel68
      tyrel68
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      Tbh Id make an unnofficial patch for the mod since the owner is awol.
    3. cyrusmagnus
      cyrusmagnus
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      • 9 kudos
      I wish mod authors would make their mods use the skill level instead of a perk. If this mod just used the player's Alchemy level instead of perks, it would be compatible with almost every perk overhaul mod out there.

      Such an awesome looking mod that I won't be using because I don't want to sacrifice the alchemy tree I already have. :/