Skyrim

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Jase1126

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jase1126

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About this mod

A perk addition/overhaul that works alongside other perk mods seamlessly! Works with SkyRe, PerMa, Ordinator, Requiem, Path of Shadows/Sorcery, SkyPE, you name it! Perks are added through and MCM and new potions which can be purchased. Does NOT modify perk trees.

Requirements
Permissions and credits
Changelogs
10/28/2016 - The future of Apothecaria
I was really happy with how this mod turned out, and also happy with the feedback I got on it. As we all know, Special Edition is out, and I'm really excited for it because of the fixes and improvements to the game engine! This will open up new things for all modders. As such, I am only going to continue development of Apothecaria on the special edition version. I will need time to adapt it to the special edition - it won't be a simple matter of just loading it in. Luckily, I did a lot of the work beforehand and so it won't be that long of a wait for the apothecaria special edition version. The special edition version will revert back to the merchant and potion method until there is a special edition version of SkyUI with a mod menu. Some of the perks will not be present until the script extender is released as well. Keep an open eye for it on the Skyrim Special Edition Nexus. Thank you all for trying out my mod, and I will see you in Skyrim! 


Apothecaria - Introduction
Apothecaria is a perk overhaul/addition mod. It adds new perks through the use of a mod configuration menu. It is 100% compatible with any other perk overhaul. This includes (but is not limited to) SkyRe, Ordinator, PerMa, SkyPE, Path of sorcery/shadow, you name it! It works seamlessly with any existing perk overhaul because it does not alter the perk trees in any way. It does not require any compatibility patches for whichever perk overhaul you're using, and it has a very easy installation and implementation.

Cool! How does it work?
You can buy the perks with unspent perk points that you get from leveling. Navigate to the Apothecaria mod configuration menu, select the skill that you want to see perks for and browse to your heart's content! Hovering over the perk will give you a brief description of what it does. Click to gain the perk (or refund it if you already have it.) Perks gained will be displayed with a ticked checkbox next to it (the checkbox doesn't fill itself in until the menu refreshed.) You can also see what perks you have in your active magic effects tab.

Note from the mod author...
As for the perks themselves, I am definitely going for quality over quantity. There may not be a TON of stuff, but the perks present will definitely change the way you play and open up new playstyles and builds! You can even mix and match this with some cool things other perk overhauls have done for some truly interesting results. I put a lot of thought and work into all of the perks, and I hope you enjoy them! Thank you all for the endorsements and compliments - I really appreciate it!

Requirements
You will definitely need dragonborn and dawnguard DLCs. SkyUI or SkyUI-Away are required for the mod configuration menu.  While the rest aren't truly requirements, you should also grab a mod with the attack speed fix if you don't have one already (otherwise potions that affect attack speed will not work properly.) Unofficial skyrim patches are always recommended as well. I would also recommend the brawl bugs fix. 

Updating
If you're updating from a previous version, the update process should go fine. If, however, you find an ability isn't working properly, try removing and reacquiring the perk through the MCM


So, I heard you like perks...
So I put a perk in your perk so you can perk while you perk... I know, overused, but here are some of the abilities and augments the perk potions offer, as well as a brief explanation as to what I wanted to achieve with each skill tree. 

NOOOOOOOOOO


Destruction
Destruction mages are really fun, but only when they have the proper tools. I had a few ideas in mind: One was that I wanted to allow element specialization and to make it worthwhile.  I wanted to reward people for specialization while not punishing those who don't specialize. I also wanted to reward the use of circlets as a focusing device.I also really liked the etched sigil from diablo 3 (as you can probably tell) and wanted to create similar things. Automatic effects are definitely something I'm interested in, so while you're blowing things up other things are happening.

Sigil Of Fire - When casting spells, there is a 20% chance to cast a fire bolt. Nullified by ice curse.

Sigil of Ice - When casting spells, there is a 20% chance to cast an ice spike. When ice curse is active, you will instead have a 30% chance to cast ice storm. 

Sigil of Lightning - When casting spells, there is a 20% chance to cast a lightning bolt. Nullified by ice curse.

Etched Sigil - When equipping a novice destruction spell (flames, frostbite, sparks) you will be able to cast an enhanced version of the spell (the pseudo-spell will auto-equip.)

Everlasting Phoenix - When you go below 20% life, you will explode with fire, fully heal, and become immune to damage for 10 seconds. There is a 60 second cooldown between when this effect can happen.

Supreme Focus - When wearing a circlet, your destruction spells are 25% stronger and cost 5% less.

Ice Curse - Frost spells cost 95% less, but you cannot cast fire or shock spells anymore. Tribute to Queen Elsa.

Blitz - You cannot cast fire and frost spells anymore, but every spell you cast has a chance to cast up to 4 additional times (diminishing returns for each cast.) This works for spells in both hands, and you can get up to 8 extra spells if you have two one handed spells in both hands.

Short Circuit - Shock spells are 50% more effective against dwemer machinery.

Overcharge - Casting a shock spell on a follower buffs them, making them attack 50% faster and deal 100% more damage with melee and spells. However, your spell will also deal 100% more damage to your follower when it hits them. 

Soul Caster - Grants 0.008% additional spell damage per soul harvested. Works only with soul harvest perk. See soul harvest in conjuration tree.

Seal Power - You seal the terrible power of destruction magic. You can no longer cast destruction spells anymore, but you can choose another school of magic to cast for free or reduced cost.

Restoration
The problem with restoration magic is that it was only good for healing and nothing else. Turn undead spells were practically useless with the low level caps and no way to increase them. Ward spells were a waste of magicka. Not anymore! Turn undead now has the ability to scale with restoration, and wards do very new and exciting things! Healing perks are present as well. In addition, there are also now passive effects that are based off of your restoration that can boost your offensive capabilities. Now you have an all-encompassing restoration mage viability.

Holy Turning - Turn undead spells magnitude is increased by 1 per restoration skill level.

Holy Protection - Damage from undead is reduced by 30%

Divine Power - Spell magnitude on anything undead is increased by 100%. This includes self-targeting spells on yourself if you're a vampire. 

Auto Heal - 20% chance on being hit to cast a healing spell on yourself. Spell will heal for 3 points of health per restoration skill level. 

Auto Heal Enhance - When your auto heal activates, you will also restore 3 points of stamina per point of restoration.

Lingering Heal - Healing spells gain a very small additional duration depending on your restoration skill level (they will heal more.) 

Divine Touch - Weapons deal 1% extra damage to undead per level of restoration. Nullifies death touch.

Death Touch - Weapons deal 1% extra damage to the living per level of restoration. Nullifies divine touch

Wardmaster - Wards cost 75% less to cast.

Magnify - While casting a ward, all spells have their magnitude boosted by 25% and an additional 2% magnitude per level of restoration. 

Ward Reflect - When a spell or shout hits your wards, you will reflect them in the direction you are facing (where your aim reticle is.)

Ward Retaliate - While casting a ward, you will reflect 200% melee damage back at attackers.

Ward Amplify - Allows you to dual cast wards. While dual casting wards, all spell magnitude is increased by 300% (this includes reflected spells via ward reflect.) 

Zombify - Turns any target NPC or enemy undead. This will allow you to use dawnguard sun spells, turn undead spells, and any perks that affect undead on the person you use this on. Currently, it is limited to just one subject at a time. 

Darkside - Toggleable ability. Allows you to expend 5% of your current HP on attacking to deal extra damage. The damage bonus is equal to the amount of HP expended. 

Infuse - Allows you to add the perks you've gained from this mod onto ANY chosen NPC. This can be used on ANY NPC - Including, but not limited to followers, bandits, Nazeem, Braith, Miraak, Harkon, Serana, or even your custom followers! Not much use beyond putting them onto followers, though. The same rules and limitations that apply to you for the perks apply to them as well. Some perks will not transfer (mainly ones that the NPC either can't use because of compatibility reasons or will never use, such as some crafting and alchemy perks.)  One time use, and then you must re-acquire this perk. (Note: It will NOT remove the abilities from you, just give them the ones you have)

Alteration
Alteration is fun. At least it should have been. While armor spells are useful, they're just kind of meh by a certain point in the game. I liked the idea of scaling passive effects a lot. I also have plans to do some really cool things with telekinesis (stay tuned!)

Alter flesh - Alteration armor spell magnitude is doubled

Safety Lamp - Getting hit while a candlelight spell is active slows time for 5 seconds.

Telekinetic Crown - When wearing a circlet, you will take 1% less damage per point of alteration. Caps at level 80 alteration for 80% damage reduction.

Magicka Guard - When magicka is above 80%, reduce all damage taken by 20%. 


Illusion
Perhaps one of my favorite skills ever, and one of the most underused. I added some augments here that will prove interesting and useful for many.

Auto Muffle - Automatically applies the muffle spell when sneaking.

Auto Invisibility - Automatically applies invisibility spell when sneaking. Refreshes when you move or stop. 

Fearful apparition - Fear spells magnitude increased by 1 per illusion level. 

Calm Presence - Calm spells magnitude increased by 1 per illusion level. 

Angry Interpretation - Fury spells magnitude increased by 1 per illusion level.

All consuming rage - Enemies affected by a fury spell will deal 50% more damage, attack 200% faster, and take 50% more damage.

Hatred - Fury spells last forever or until dispelled by a calm or fear spell. 

Mind's Eye - Wearing a circlet will reduce the cost of illusion spells by 35%. 

Berserk - Toggleable ability. Casts a modified fury spell on yourself - you will have 50% more damage, 50% increased attack speed, and 20% damage reduction, but be unable to cast any spells. 


Conjuration
Mostly revolves around summoning things, raising the dead, and conjured weapons with a few twists. 

Soul Harvest - Active Ability - Cast this on the corpse of a slain living enemy, and it will add to your harvested souls count. Harvested souls will affect other perks. 

Dark Thorns - Reanimated zombies have 25% damage reflection.

Dark Strength - Reanimated zombies have 25% increased weapon damage

Conjured Weapon Mastery - Deal 2% more damage while wielding a conjured weapon per level of conjuration. 

Dark Servant - Reanimated undead last 10 seconds longer per point of conjuration. At level 80 conjuration and above, they last forever. 

Oblivion Shield - When a bound weapon is active, you will take 30% less damage. 

One-Handed
Not too much here yet. Just a few things to make your slashing adventures a little funner and easier.

Blademaster - While wielding a sword or dagger, you attack 30% faster. 

Deflection - While swinging a sword, deflect enemy arrows. 

Fester - Enemies will take an additional 1-5 damage from your attacks for 60 seconds. This debuff can stack, causing them to take more damage the more you hit them.

Dash and Slash - While sprinting with a one-handed weapon, you will cast crescent slashes in front of you. The slashes will only appear if your weapon is drawn. 

Infinity Strike - Swinging your weapon will increase your attack speed by 5%. This bonus can stack. Initially lasts 3 seconds but the duration is increased by your one handed skill level.

Two-Handed
Two handed weapons were always so bulky and slow, which is why I conventionally prefer one handed weapons. I've got some cool ideas in the works for two handed stuff though, up and coming.

Death Slash - Attacks with two handed weapons are now sweep attacks. Sweep attacks hit all targets in front of you.

Block
Blocking with or without a shield is always helpful. I felt that it should have some more practical application than just being a damage reducing wall. Bashing in particular struck my fancy - I've always wanted to do a shield based build that could have offensive capabilities.

Basher - Increases damage dealt by bashing by 2.5 per level of block. 

Retaliate - Blocking attacks absorbs the damage from attacks as energy. Power bashing unleashes that energy as damage equal to the total amount blocked. 


Archery

A few cool things here as of this version. Mainly focused on increasing critical hit power and attack speed as well as not always crouching when you're using a bow. 

Focus Stance - When not sneaking and wielding a bow or crossbow, have an additional 30% chance to deal critical damage,  and deal 50% more damage.
 
Envious Shot - When an enemy is at full life, you are guaranteed a critical hit when using bows and crossbows.

Puncture - When wielding a bow or crossbow, your critical hit damage is increased by 5% per level of archery.  

Trick Shot - When shooting a foe with a bow or crossbow, you have a 15% chance to disarm them.

Multi Shot - When shooting a bow or crossbow, you will also shoot spectral arrows at your foe. The amount of spectral  arrows is relative to your archery skill (1 + (archery/20)) up to 6 additional arrows. These arrows deal 3 damage per level of archery. 


Pickpocket
Pickpocketing is great, and I wanted to add some practical combat application to it. 

Disarming Touch - When an enemy is attacking, you are able to activate them with the activate key. Upon activation you will have a chance to disarm them. The chance to disarm is based on your pickpocketing skill level (1% per level.) There is a 5 second cooldown between disarm attempts. 

Vulnerability Strike - After successfully disarming an opponent with disarming touch, you will gain 100% chance of critical hit for 3 seconds afterwards. 

Dismantle - You are able to attempt to instantly destroy dwarven automatons. Get close and activate it to bring up the dismantle option. You will have up to a 50% chance to dismantle them. You get 0.5% chance per pickpocket skill level. There is a 10 second cooldown between dismantle attempts. 

Magic Show - When you have a calm spell equipped, pickpocket success chance is 25% easier. 


Lockpicking
Lockpicking has always been a daunting task. It still is, but it used to be, too. 

Loosen Lock - While wielding a torch, locks are 50% easier to pick. 





Acrobatics
One of my most beloved skills from oblivion... and they took it out of skyrim! Acrobatics is all about movement and timing. 

Swift Senses - Incoming power attacks slow time. 

Superswift senses - Toggleable ability. Every incoming attack slows time. Must have swift senses perk to use this. 

Moment of truth - Attacking while time is slowed by swift or superswift senses will cause the enemy to take 50% more damage. Must have swift senses to use this. 

Vault - While sprinting, you will avoid all damage taken. 

Steady Stance - You become immune to unrelenting force's knockdown effect as well as a few other knockdown effects. 


Thu'um
This is where I believe this mod really shines, in this tree. All things to make your Thu'um that much more useful and versatile.

Wrath of the dragons - Your shout magnitude is increased by 5% per dragon soul stockpiled (every dragon soul absorbed but not used.)

Kyne's Tears - Every time you swing your weapon (any weapon or fists) your active shout cooldown is reduced by 1 second.

Kyne's Touch - Casting a spell reduces active shout cooldown by 3 seconds.

Kyne's Shadow - Successfully performing a sneak attack will clear your currently active shout cooldown.

Strong Breath - Increases shout effect duration by 10 seconds. This also applies to damaging shouts (in addition to their initial damage, they will do damage over time.) 

Calming Stance - Decreases shout cooldown by 50% when magic and weapons are sheathed.

Voice of the Shadows - While sneaking, when you shout, you will turn invisible.

Protective Voice - After shouting, you will gain a protective mist around you that reduces damage taken by 50% for 15 seconds.

Triple Shout - Allows you to shout 3 times before the cooldown activates. Cooldown activates on third shout. (Revision: There will be a 2 second shout cooldown in between the first two shouts - this is to prevent misuse of this perk. This is about the same amount of time it takes for the animation to finish anyway.) 

Unstoppable force - Unrelenting force's third word now does an additional 150 damage.

Angry Taunt - Using throw voice will cause enemies near the impact to become frenzied and enraged, attacking anything nearby.

Explosive Voice - When using the fire breath shout, you have a 25% chance to cast firestorm at all surrounding foes. (Warning: This can hit allies too!)

Paralyzing Terror - When using the marked for death shout, you will paralyze all enemies around you. 

Alchemy
Not at all complete, but here's some stuff.

Lucky mixing - There is a 15% chance when making potions that you will make three additional potions per set of ingredients used in alchemy. 

Bad Medicine - Allows you to create drinkable poisons at the cooking pot. These poisons are used with other perks. Requires different amounts of nightshade and deathbell. Increased quantities make better poisons.

Adrenaline Boost - While under the effect of a poison from bad medicine, you will deal 35% extra damage.

Lingering Poison - Reduces the potency of your poisons made from bad medicine by 75%, but increases the duration by 200%. (The extra duration will take effect once you actually drink it - it will not appear on the item screen.)

Advanced Poison - Your poison doses will last an additional 2 hits for every 20 points into alchemy. 

Craft Explosive Powder - Allows you to create explosive powder used in crafting recipes at the cooking rack. (Note: As of this version, it is useless and doesn't do anything. Keep watch for future updates where I utilize this.)

Sneak
Cool stuff that makes being stealthy that much funner. 

Shadow Walk - Toggleable ability. Pressing the (configurable hotkey) will allow you to teleport between shadows. The area you are standing in as well as the destination area must have a light level lower than 50. 

Shadow Slash - Toggleable ability. Augments shadow walk. Instead of teleporting between shadows, this will allow you to do a teleporting sneak attack on whomever you target. Use the shadow walk hotkey with shadow walk active to do this.

Mortal
There was never any benefit to not being a werewolf or a vampire. There was no incentive to remain mortal, so I thought I'd add a few things specifically for those who choose to remain a mortal.

Clarity - While a mortal, all skills level 10% faster. 


Vampire
I felt like I should add stuff to vampires. Mainly cover some weak points about them. In skyrim, they aren't the feared creatures of the night they should be. I aim to change that.

Vampiric Siphoning - Vampiric drain spells are 1% more effective for every point of magicka you have. This also works with the bloodstone chalice effects. Does not affect your vampire lord's drain life explosion spell.

Night Star - All spells are 30% cheaper in the dark. This includes night time and in shadowy places. Light sources such as torches, braziers, candlelight, magelight, etc can break this effect. 

Drain Life - When casting a healing spell on yourself, you will also drain the life of enemies nearby for 5 seconds. 

Vampire Lord
This is a vampire. And this... is... to go... even... further... BEYOND!

Unholy Strength - Vampire lord claws deal 2% more damage per point of stamina. Only works in VL form.

Unholy Power - Vampire Lord drain life explosion spell is 100% stronger and gain 1 additional damage per point of magicka.

Unholy Armor - While in VL form, you take 40% less damage from all sources. 

Werewolf
"But I still hear the call of the blood..." "We all do, it's our burden to bear." 
I wanted to add stuff that benefits both transformed and untransformed states of being a werewolf, sort of like how vampires work. 

Devour - This will allow you to (while in human form) eat the corpse of a slain enemy (humanoid only). Depending on what kind of enemy is eaten, you will gain a skill increase. Activate an enemy's corpse to pull up the option to eat them. 

Werebeast Enhance - When transformed, when you press the 1 key it will bring up a menu. With this menu you can equip various shouts and other things depending on other werewolf perks purchased.

Howling Wolf - When transformed and bringing up the werebeast enhance menu, you will be able to equip certain shouts. You must have the shout learned to equip it, and you will only be able to use as many words as you have unlocked. Equippable shouts include unrelenting force, fire breath, frost breath, soul tear, storm call, and slow time. 

Bestial Strength - When transformed, you will deal 2% extra damage per point of stamina. When untransformed, you will deal 1% extra damage per point of stamina. 

Unnatural hide - When transformed, take 50% less damage. When untransformed, take 20% less. 

Special:
These are perks that don't actually fit into any particular tree.... 

Dragon's Challenge - Drinking this will increase the difficulty of the enemies you face. You can modify how much the difficulty is increased by using the dragon's challenge modify spell. In order to increase difficulty by 1 tier, you must deposit a dragon soul by using the spell. Specifically, this will increase enemy life, magicka, stamina, skill levels (by a percentage), and damage. At tiers 10, 20, 30, and 40, enemies will gain selected perks from this mod. This ability does not give you any kind of advantage; it is for people who need a more challenging game. (In future updates, I do plan to add some sort of reward system for using this, but for now it is just a difficulty enhancer)

Dragon's Challenge Modify - Active ability - This lesser power will allow you to deposit dragon souls into your dragon's challenge ability, increasing the difficulty of all of the enemies you face. 


Bugs/FAQ
Q:Potions that affect attack speed are actually making me attack slower!
A: Install another mod for the attack speed fix. There is one here on the nexus called "Attack speed fix." Some other mods I know of that have it are Disparity and some of the perk overhauls have it as well. Additionally, you could also manually fix it through console, but this is only a temporary fix at best.

Q: Is it really compatible with other perk overhauls?
A: Yes! I didn't alter any of the vanilla perks or modify the perk trees - I simply added new stuff and implemented them through the use of potions. Also, the way it is implemented should ensure maximum compatibility with ANY perk overhaul. 

Q:How do I know which perks I already have or don't have? 
A: All of the perks you acquire are listed in your active effects tab in the magic category of the menu. Active effect perks and toggleable abilities are usually under lesser powers. Some other active effect perks (zombify, soulharvest, etc) are usually listed under that school's spell tree in the menu. 

Q: I am using Perkus Maximus and I crash every time I try to dual cast a ward spell!
A: For some reason, PerMa's wards crash the game with the dual casting ward perk. I don't know why, but the only solution is to use a vanilla ward spell instead or just don't use the dual casting ward spell. You can still get the vanilla Lesser Ward spell from the first college of winterhold quest, or through console.

Q: Some perks (usually the ones where you cast additional effects on a certain action) don't always work! What's going on?
A: This is because of script lag. The perks that cast an additional effect when you do something (such as triple shout, sigil of fire/ice/shock, protective voice, etc) are made by using a script that detects a certain animation event. The scripts run perfectly fine - but papyrus is a fussy language that can easily get cluttered and overwhelmed when you have a ton of scripts trying to execute at the same time. Sometimes scripts just stop running entirely - the best solution I found for this is a quicksave and then a quickload. If your scripted effects are too delayed, you might need to clean up your load order a little. Also, check out this guide: Project Stability ... It helped improve my game and system A LOT. 

Q: Will this work with ASIS?
A: Probably not unfortunately. As far as I know, ASIS searches entries in the perk tab in the actor section. Some of my perks do use it, but some others are strictly just scripted magic effects. I don't think ASIS is able to detect and add these properly. HOWEVER, I did add the infuse and dragon's challenge potions which allow you to transfer some of the perks to NPCs and followers. 

Q: After transforming into a vampire lord or werewolf, some perks no longer work.
A: This should be fixed in the 0.7e version, but in case you're still having this problem let me know and I'll try and fix it. 

Q: Are there any invasive edits?
A: I made this with very minimal invasive edits. The only vanilla things that I edited was that I added my own special keywords to shouts. This may or may not interfere with other mods that do the same, depending on your load order. 

Q: Any cell edits?
A: In previous versions that used the vendor system, I had edited the dragonsreach cell. I undid my edits, but ESP files always retain the fact that you edited them. There is also a hidden chest inside of QASmoke containing all of the potions I used for the vendor.

Q: In the companions quest with Vilkas, he constantly tells me "We don't use magic here, new blood" and doesn't let me complete the quest
A: This is due to certain cloak-type effects implemented through perks. At the time, they seemed like a good idea, but now I realize they are not. The cloak type effects currently are: All consuming rage. If you're having trouble with this quest, temporarily refund the perk with the MCM and see if it remedies it. I am working on a fix and workaround for these perks, but till then just refund temporarily.

Q: I have a cool idea for a perk(s)! Can I contribute?
A: Sure! If you have something you'd like to see in this mod, don't  hesitate to throw the idea my way. Assuming I can figure out how to do it and want to, I'll consider adding it. You'll also receive a special thanks in the extra credits section below. Some have already contributed and recieved credit. Also note that I do have a text file where I keep all of my unfinished ideas as well as suggestions, so even if you don't see it in a few updates I may be planning to add it later on. I am very thankful and grateful for the contributions. 

Q: Will this work with better vampires and/or moonlight tales?
A: It should work perfectly fine. I use both myself. The werewolf perks try to detect the presence of the werewolf disease immunity ability. The vampire perks try to detect the PlayerIsVampire keyword. The vampire Lord perks try to detect the DLC1BeastRace race trait. So if something's not working, there's a chance that you're using a mod that alters these conditions. 

Q: I heard you're a mad scripting genius. Is this true?
A: I'm fairly proficient at scripting. I remember I had a really tough time learning how to script at first, but thanks to the countless hours in creation kit, some very helpful tutorials, and the creation kit documentation, I was able to learn. While I still have more to learn, I am always willing to help people learn as well. Feel free to look at my files, I included all of my source scripts inside the installer package. All of my scripts have "Jase1126" as a prefix. If you decide to use something (copy and paste), I would very much appreciate credit for the original script though. Please and thank you :)

Q: Everything is so overpowered... can you tone it down about 10 notches?
A: I suppose I could. Balancing for everyone is always a tricky thing to do as there are so many mods that affect difficulty. Everybody's game is different. In the future, I am planning to add some options to my WIP mod configuration menu that allows you to tweak some perk effect magnitudes and stuff.



Special Thanks and Extra Credits
WonzEater - My cousin who is very helpful in testing the mod out and is always encouraging. He's also come up with some really cool ideas and helped me shape and balance some of the ideas I currently have implemented.
Xander9009 - For some cool ideas for the trick shot, bad medicine perk (and inadvertently all the perks related to it.)
AsuRigadudu - For various ideas that are still in the works and will be added
Balmz - For various ideas that are still in the works and will be added

Positive feedback from the community - It really keeps me wanting to improve my mod. I love every single nice thing everyone has said, as well as the constructive criticism I have receieved as well. Thank you all for all of it! :D





Other Mods I have made

If you liked this mod, you might enjoy some of my other mods. Yes, most of them come in the same OP flavor this one does.

Pickpocketing Forever - Pickpocket Item Replenisher
Kawaii Potato Meme Retexture
Thieves Cross - Teleportation Charm
Miraak Mask Overhaul
Dawnbreaker Enhanced



If you play diablo 2, check out my d2 mod that I've been working on for over 7+ years
Diablo 2 - Heroes of the end mod