I was searching desperately for an Alchemy mod that included "Learning from Recipes" (no taste testing potentially dangerous stuff... or simply icky stuff (come on, eating a giants toe?) and "Using Bottles for Alchemy"
The useleness of those Alchemy items is unfortunate... are there any plans to change the items or just take them out of the game?
If I remember correctly, every alchemical ingredient in the game is used apart from human heart and the ones that are one-of-a-kind, so no plans on changing those.
Avastgard wrote: I suggest you change the version of the latest file to 1.1 or something like that. Those of us who use Mod Organizer can't download a file that has exactly the same characteristics as the previous one.
TheGoldfinch wrote: No problem, fixed!
Hexmasterous wrote: a great mod idea, unfortunatelly not that popular here as it should be. Well, actually most brilliant mods are not popular ones, cause people don't care much about the details. Can i ask a question though, are there any plans for SSE version, i guess nobody mentioned this here, ty.
Glad you like the mod! Sadly, there's no plans on getting the mod to SSE, since I don't own that version. If you want it for SSE though, it's real easy to do for yourself, as long as you download the SSE creation kit.
Do a manual install of the mod, open the esp. in the creation kit, open an item and press ok (this is so that the kit recognises that there has been an edit, I recommend doing it with the Empty Vial added by the mod, as to not mess with any original stuff) save the plugin, then you should be good to go.
I suggest you change the version of the latest file to 1.1 or something like that. Those of us who use Mod Organizer can't download a file that has exactly the same characteristics as the previous one.
a great mod idea, unfortunatelly not that popular here as it should be. Well, actually most brilliant mods are not popular ones, cause people don't care much about the details. Can i ask a question though, are there any plans for SSE version, i guess nobody mentioned this here, ty.
Glad you like the mod! Sadly, there's no plans on getting the mod to SSE, since I don't own that version. If you want it for SSE though, it's real easy to do for yourself, as long as you download the SSE creation kit.
Do a manual install of the mod, open the esp. in the creation kit, open an item and press ok (this is so that the kit recognises that there has been an edit, I recommend doing it with the Empty Vial added by the mod, as to not mess with any original stuff) save the plugin, then you should be good to go.
This mod is exactly what I have been looking for! I hate vanilla Skyrim alchemy and have wanted simple crafting recipes just like smithing. Please tell me this will work with Morrowloot Ultimate's changes to potion strength and what not.
This will work with any mod that edits the potions themselves, but if new potions are added, you won't be able to craft them. I myself use a mod that edits healing potions and others to restore over time.
That is one of the things MLU does as well. It also changes the effect so that you can't spam them. I can confirm it works just fine with this mod as it makes those changes to the magic effect and doesn't touch the crafting side of things. Now that I have used this mod I don't think I could ever go back to vanilla alchemy. Thank you!
Awesome mod, I like the streamlined approach a lot after playing the traditional way for long enough its a breath of fresh air for my current playthrough. I plan on a future playthrough that will probably have a lot of mod added ingredients, so I won't be able to use this mod but I'd love to keep the empty vial requirement that this mod introduces, which should have been in the game to begin with lol. Any way you can upload a file with just the vial requirement or walk me through how to do that in CK if its not too difficult? Thanks again for this mod its awesome
Hi, glad you like the mod! Sadly, I don't know how to add the empty vials to a normal alchemy recipe. What this mod does is to skirt around the vanilla alchemy system entirely and makes the alchemy workbenches to just a different form of cooking station, with it's own recipes. It's probably possible to do with scripts, but that's a bit above me :/
I was really looking forward to enjoying this mod for a long time....until I realized that it doesn't allow for any sort of creativity or variation. All you can make are all of the cookie-cutter potions already found in the game.
Even worse is the best smithing or enchanting potions you can make are +50% and 25%, respectively.
FFS, I brewed +78% smithing potion with only three pieces of looted enchanted alchemy apparel. On my more advanced SSE character, with a maxed 5-piece set, I have potions with +165% smithing bonus,, and enchanting potions with +41%.
I downloaded this just because I wanted to be able to brew persuasion potions.
It''s a good thing the mod doesn't use scripts.
Sorry for the rant. I just feel very disappointed that this mod prevents a person from playing around with ingredients as they see fit.
However, I do think you're on the right track: using up to 4 different ingredients per potion, and using more than one of a given ingredient.
If that were permitted, but with the player having the freedom to play around with the ingredients? I would definitely be on board with that!
Hi, thanks for the post. The intention of the mod was to make a more tidy, less gameplay exploitative alchemy experience, finding a need for those rarely-used ingredients, like daedra hearts and fire salt , as well as satisfying my OCD need to have my potion stacks be neat and tidy.
What you're describing wouldn't be possible with this mod, sadly, as these potions are created the same way as food or blacksmithing gear is.
But thanks for trying it out, hopefully you'll find the right alchemy mod for you.
I'd disagree that this is a mod for people who don't like alchemy. I've played alchemists since Morrowind, Chaotic experimentation can be fun, but after doing it so many times, it can grow samey. As the title says, this is an alternate alchemy experience, to change how you brew potions, not expanding upon the current system.
They do not give back empty vials. That would require to manually mod all potions in the game, and I wanted to keep the mod compatible with mods that touch on the potions.
I'm loving this mod so much. Alchemy is just one of those things I always wanted to get into in this game but I just couldn't be bothered to wrap my head around it. This just makes it so much more accessible and fun for me <3
Only thing I could suggest is making a compatibility patch for Beyond Skyrim: Bruma, since all the nifty ingredients you find there basically become useless. But hey, this is amazing either way~
Hi, i just wanted to let you know that i really like this mod and i have been playing with this for a long time. Just wanted to know, is it an idea to have the alchemist vendors sell empty vials ass well?
I thought about having empty vials available to buy, but decided against it, for extra compatibility. Would be easy enough to add, so there might be an optional patch out soon!
I love this mod, this makes alchemy more like I want it. Recently made a patch for this and Campfire, so you can use the mortar and pestle from it with this mod. I am currently attempting to see if I can figure out how to make a patch for this and SkyPerk Overhaul. But I'm not sure if I'll be able to figure it out yet, Perk tree's are confusing me in the CK so far.
It should, though it might get a bit confusing. The perks here are only edited to make the description make sense, and any new perks added that increases potion strength will have no effect. But as long as you load this mod after the perk overhaul, you should be fine.
Ah, well that might hinder me making a patch for this and SkyPerk then. It would be nice, to figure out how to make perks to effect these potions. Perhaps a Keyword/Perk system might work. Would probably need to figure out how the potions are broken up by Skill Tier.
33 comments
I was searching desperately for an Alchemy mod that included "Learning from Recipes" (no taste testing potentially dangerous stuff... or simply icky stuff (come on, eating a giants toe?) and "Using Bottles for Alchemy"
The useleness of those Alchemy items is unfortunate... are there any plans to change the items or just take them out of the game?
Actually not a problem anyway, I was just wondering.
Once again, thank you for this!
Do a manual install of the mod, open the esp. in the creation kit, open an item and press ok (this is so that the kit recognises that there has been an edit, I recommend doing it with the Empty Vial added by the mod, as to not mess with any original stuff) save the plugin, then you should be good to go.
Sadly, I don't know how to add the empty vials to a normal alchemy recipe. What this mod does is to skirt around the vanilla alchemy system entirely and makes the alchemy workbenches to just a different form of cooking station, with it's own recipes. It's probably possible to do with scripts, but that's a bit above me :/
Even worse is the best smithing or enchanting potions you can make are +50% and 25%, respectively.
FFS, I brewed +78% smithing potion with only three pieces of looted enchanted alchemy apparel.
On my more advanced SSE character, with a maxed 5-piece set, I have potions with +165% smithing bonus,, and enchanting potions with +41%.
I downloaded this just because I wanted to be able to brew persuasion potions.
It''s a good thing the mod doesn't use scripts.
Sorry for the rant. I just feel very disappointed that this mod prevents a person from playing around with ingredients as they see fit.
However, I do think you're on the right track: using up to 4 different ingredients per potion, and using more than one of a given ingredient.
If that were permitted, but with the player having the freedom to play around with the ingredients? I would definitely be on board with that!
What you're describing wouldn't be possible with this mod, sadly, as these potions are created the same way as food or blacksmithing gear is.
But thanks for trying it out, hopefully you'll find the right alchemy mod for you.
Thiis seems to be an alchemy mod for people who don't really like alchemy.
It neuters the alchemy system to make it more accessible for people who only dabble in it.
I kept the mod active long enough brew a bunch of persuasion IV potions, but I didn't think to check on this:
Does using potions give you back the empty vials?
PS: I actually did find an alchemy mod right for me. "Proper Potion Names."
They do not give back empty vials. That would require to manually mod all potions in the game, and I wanted to keep the mod compatible with mods that touch on the potions.
Only thing I could suggest is making a compatibility patch for Beyond Skyrim: Bruma, since all the nifty ingredients you find there basically become useless. But hey, this is amazing either way~
I don't play Beyond Skyrim Bruma myself, but I might take a look at it, and see if I can't add a few new recipes using the new ingredients.
I thought about having empty vials available to buy, but decided against it, for extra compatibility. Would be easy enough to add, so there might be an optional patch out soon!