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mindkiller316

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mindkiller316

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  1. mindkiller316
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    Version changes have been moved from here to the "Changes" tab.

    I wanted to inform everyone that Previous or "Old" Versions are equally valid depending on your game type. Think of them as having less content for compatibility purposes and/or for personal preferences. I don't suggest 1.0 since it doesn't contain any books for in game referencing.

    *Use 1.6 for only Alchemy and Potion changes (with added books).

    *Use 2.x for added Scroll and Staff changes.
  2. Lotus97
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    I was wondering if the poisons and healing potions stack? This is important to know whether the poisoner perk is worth getting. If poison doesn't stack then the perk would only be useful to archers it seems. And with healing that could make things very difficult if they don't stack

    Also, I think the magnitude for healing potions should be slightly higher since they now heal over duration. Still, a very good mod overall. I'd be happy to recommend it.
    1. mindkiller316
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      All poisons that stacked in the vanilla game carry over into the mod. Healing potions don't stack in order to prevent restorative potion spamming. I see it as a cheating exploit. As for the healing magnitudes, it depends on the ingredient. The weakest ingredient heals 2 Points each second for 3 Seconds (6 in Total) at Alchemy skill level 15. At Alchemy level 150, the same ingredient heals 10 Points every second for 3 Seconds (30 in Total). If Alchemy is fortified to the max, it is now 20 Points every second for 3 Seconds (60 in Total).

      Now the Strongest healing ingredient heals 6 Points every second for 10 seconds (60 in Total) at base Alchemy skill level 15. At level 150, it heals 35 Points every second for 10 Seconds (350 in Total). And if the Alchemy skill is fortified to the max, the strongest ingredient heals 70 Points of health every second for 10 Seconds for a grand total of 700 points of health to be restored.

      Keep in mind there are plenty of ingredients with varying magnitudes and duration between these two examples. Finding and creating good healing potions shouldn't be too difficult, especially if you have the right Alchemy fortified enchantments. If you have any more questions let me know. Also thanks for the support and any recommendations.
  3. Forteverum
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    This one is really the best of all the alchemy ingredient overhauls - better than Phitt's, better than that successor to Phitt's. It's a shame this one isn't more known about, but I am glad that I found it.
    1. mindkiller316
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      Thanks for the kind words, I greatly appreciate it.
    2. Agnusthemagi
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      Agreed! Never play without it!
  4. TenderHooligan
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    Ooh I just came across your mod and can't wait to check it out tomorrow.

    One question: is the SkyRe file a patch or a replacer ie do I need to download both. I'm guessing yes,but I figured I'd ask now before I download it tomorrow and can check for myself.

    And if I only want the potions/ingredients/books changes I should download 1.6, correct?
    1. mindkiller316
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      It's a standalone version for Skyre, so it'll be the only version that you need. Make sure you load the mod anywhere under the main Skyre file in your load order. And yes, version 1.6 would be the one you want. All the different versions should have a readme file that is a little more in depth, that is instructions wise. Hope that helps, and thanks for trying it out.
  5. mjamesw1
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    I just have a simple question. Do I need both the vanilla and the DG+HF+DB editions or just the DG+HF+DB one?
    1. mindkiller316
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      Just the DG+HF+DB one. I tried to make the mod accessible to every type of DLC playstyle.
  6. obdown666
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    This mod is so smart. It does several important things. Just cries out for a Requiem Patch. Doesn't have to match Requiem exactly, just implement the same mentality of fixing all the things you've fixed so efficiently in one straightforward mod.
    1. mindkiller316
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      I looked in to doing a patch, and well, it turns out that'll be quite an undertaking. The price of potions are tied to effects which Requiem changes as well. To just only carry over the ingredient potency values, will make for outlandish prices for created potions.
      After finishing up on what I'm currently working on I'll take another look.
  7. donkeywho
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    A quick question pls?

    Does this mod allow one to create a longer lasting paralysis poison, which can be applied to arrows and bolts? Sneaking up on a target, sending them into temporary hibernation, and then not being able to get to them before they wake up again is SO frustrating :-)
    1. mindkiller316
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      Yes, depending on the right rare ingredient. The duration for that ingredient is 12 seconds @ Alchemy level 15. At Alchemy level 150 the duration is 54 seconds, and if you are enhancing Alchemy with enchantments the maximum length is 108 seconds. I like the idea of being able to disable enemies if you encounter a horde, especially if you're roleplaying as a weaker class.
    2. donkeywho
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      Thank you. Sounds like what I need :-)
  8. gabba
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    Interesting mod, I always found disappointing that rare ingredients have nothing special about them (besides those that have rarer effects).

    May I suggest that instead of updating older versions, you make your mod as modular as possible, i.e. one .esp for staves and scrolls, one for alchemy changes, and so on? That'd allow us to better pick and choose what we want. Include them all in the same download and we pick at install time.
    1. gabba
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      Also, I worry that boosting the value of ingredients might make other types of loot worthless to pick up in the early game, in comparison. Besides enchanted items, I believe that ingredients have the best price to weight ratio already.

      I find that Elder Scrolls games are unbalanced and full of exploits as you reach mid-levels anyways, but please double-check that you're not ruining the early game to fix a later exploit.
    2. rechet
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      While ingredients have a great value/weight ratio, they are still rather rare as far as loot goes. If you go out of your way to pick these up from their real sources, you could argue it's a GOOD thing you get paid for the effort. Remember that you can already gain infinite gold by chopping firewood.
  9. rechet
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    Minor nitpick: Both Fear and Frenzy effects seem to produce exceedingly high priced potions, compared to everything else. Generally, many effects are valued higher than in vanilla game, especially ravage/linger/restore/resist variants. So generally, this mod increases the gold potential of Alchemy, rather than nerfing it as I had hoped.

    Hence, a simple feature request: Since trying to curb the price of potions is cumbersome with effect base value multipliers alone, how about increasing the base price of the ingredients? It's still possible to produce potions that cost several thousand gold with Alchemy perks and "standard" 4x29% Fortify Alchemy set, and the price difference seems to land at roughly 10 times the price of potions produced at 15 skill + no enchants. However, if the ingredients themselves cost at least 10 g (base) a piece, you won't be able to just buy off everything an Alchemy merchant has to offer without a second thought and still expect to profit.

    For example, instead of having a price range of 0-20g for most of the ingredients, I'd rather see something like 10-50g, leaving the top value ingredients where they are currently.
    1. mindkiller316
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      I'll look into the Fear and Frenzy values when I can. I suffered a data loss. I had the next version of SIPP ready to go too. All the books were done, 75 of them or so.
      I like the suggestion of increasing the base price of the ingredients. It is an exploit to buy all the shopkeeper's ingredients and making potions in a get rich quick scheme. Sad thing is, I've done that on several occasions. By increasing the price of ingredients I could create a viable alchemist economy. One where picking ingredients and selling them turns a decent profit.
    2. rechet
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      This mod conflicts with Simple Magic Rebalance - you either get very high prices on all Fortify magicskill potions or both apparel AND potions boost the power of spells, depending on load order. Also, the the beautiful new textures from Unique & Radiant Potions and Booze (included in STEP) won't show. Both are easily fixed with Tes5edit, though.

      I ended up modifying your mod myself, nerfing all base gold values to about one quarter of the values you used and counterbalancing the leveling speed back inline with Uncapper.
    3. mindkiller316
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      I'll make a note on the front page about a soft(non-game breaking) conflict with Simple Magic Rebalance. I reduced the created potion value for Fear and Frenzy as well as increased ingredient gold cost for better economy purposes.
    4. rechet
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      Sweet! Right on time for my upcoming STEP 2.2.8 overhaul install.

      Now that the new Complete Crafting Overhaul can be used to make Smithing a bit less of a self-generating gold mine in a reasonable way, these edits should be just about enough, or at least close enough.
    5. mindkiller316
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      Glad you approve You're my certified Tester (Digital Stamp) I've yet to properly play/test the mod, beyond initially checking if it works of course. Any feedback from you or others is greatly appreciated. Finally working on the 3.0 food overhaul portion, which I think I'm implementing some cool stuff not previously offered by other mods. I plan on keeping past versions, 2.0 and less, updated, if that makes sense. For example, if someone wants just the alchemy portion, then the soon to be released version 1.7 (with full books) should suit them. If they wish to include the staves and scrolls changes, then 2.x. For food changes 3.x. Basically I want all my previous versions updated so as to stay relevant for individual play styles.
    6. rechet
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      Nice edits on the ingredient gold values - makes it easier to guesstimate the relative strength of them without having to memorize the entire cheat sheet.

      As for my own game: I finally settled for a system where I put a hard upper clamp on the effect gold values, maxing out at roughly 200g for each at 100 skill and maxed perks/enchants. Some values went down by as much as 90% (carry weight), while some actually increased further (intanst damage health). I strived for a strict x5 max base value gain, while the unmodified SIPPS lands at roughly x20.

      A notice for those using Simple Magic Rebalance: The effect values for Fortify <Magicskill> can easily lead to potions that reduce manacost by more than 100%, but the game gracefully handles these as 100%. So nothing to worry there.
  10. DOGamer
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    is there going to be an update for the skyre version?
    1. mindkiller316
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      Just posted. Sorry for the delay.
    2. DOGamer
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      thanks you're awesome
    3. Lafleyr
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      Thank you for the update, much appreciated!
  11. gkjzhgffjh
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    You sir, are amazing and should be pround of yourself for making such an awesome mod. I hope this'll work on a saved game :s
    1. mindkiller316
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      Thanks! And yes this will work on a current save.