Skyrim

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Sphagne

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Sphagne

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About this mod

A better Alchemy perk tree implementation, to let you specialize in play styles, and fix the current problems.

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Permissions and credits
Changelogs


WHY?
With this mod I wanted to fix the problematic implementation of Alchemy perk tree, the way I like it.

One of my pet peeves with this skill was that the perk “Green Thumb” was acquired too late to be of any value, and by the time I could acquire it, I did not need to harvest any flora.

Another problem was that we were forced to use some valuable perk points on perks that we did not want, to be able to reach the perks that we wanted to use.

It was not a logical perk chart, and did not represent any coherent play style.

Another problem was that the process of:

Poison making --> Selecting poison from inventory and applying that to a Weapon --> Hitting a monster one or maybe two times

It was time consuming and frustrating, so I decided to improve on that too.

WHAT?
So in this mod I decided to branch the perk tree in a way that represents different play styles, and make those branches semi-independent on other branches.

In the process, I renamed some perks to showcase those play styles, and also changed their effects and prerequisites a bit.

There are two and a half branches of perks in this mod:
⦁    The main “Alchemist” branch
⦁    The side “Assassin” branch
⦁    The side “Shaman” half branch.

The main branch consists of “Novice Alchemist” up to “Master Alchemist” with side branches of “Herbalist” which was previously “Green Thumb” at apprentice level, “Snake Blood” at adept level, and “Purity” at expert level.

The main “Alchemist” perks at those three middle levels also work as the previous “Experimenter” perks and reveal additional alchemy effects.

The side “Assassin” branch consist of “Novice Assassin” up to “Master Assassin”, which are all similar and increase the power of created poisons and the amount of times that a poison remains on a weapon, and progressively get more powerful and durable in those effects.

The side “Shaman” branch consists of just two perks: “Healer” which was previously “Physician”, and “Shaman” which was previously “Benefactor”.

HOW?
Installation is easy: Just unpack the archive and place the “Better Alchemy.esp” in the Skyrim’s “Data” folder and activate it with Skyrim’s launcher or tools like “Wrye Bash”.

Uninstallation is easier, just delete the file.

This mod does not have any scripts and only changes the “Alchemy” perk tree, and would conflict with any mod that does the same, so mods like “Poison Overdose” would conflict, but also are not needed as their functionality is somehow included in this mod.

You have to place this mod near the end of the mod list, after any mod that changes any Alchemy perk, like Disparity, or else some perks might revert back to vanilla functionality.

You can safely use this mod in the middle of a game, if you have not placed any perk points in the Alchemy tree, or even if you have placed just a few perk points there, but if you have extensively invested in the skill, then you may see some anomalies in the perk tree, as I have modified a lot of perks there and also moved them around.

The same thing happens when you uninstall the mod so a save game prior to installing is recommended.

WHICH?
Version 1.1: Fixed a small incompatibility with the mod Disparity by kryptopyr.
Version 1.11: Cleaned with TES5Edit.

If you want to use this mod as it is, just use the main file.

If you think that the Assassin branch is too powerful, you can use one of the nerfed files.

But in any way, you have to use only one ESP, and no more.