Skyrim

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tmonet

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mongolrainbows2

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38 comments

  1. thunderlord2200
    thunderlord2200
    • supporter
    • 3 kudos
    can u add a ablity to last longer also? i mean when enchanting i hate racing to try to find the right thing i want. is there anyway to add like 5 mins? (i only ask because im a script or 2 away before i maxed out. i know someone made one for 5 mins but less over all scrips the better...

    thanks for reading this..
  2. voidsorter
    voidsorter
    • member
    • 0 kudos
    I like this mod, this way I can play with poison on SkyRe and master dificulty with great pleasure!
  3. solidus2845
    solidus2845
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    • 17 kudos
    Just wanted to say that this was one of the very first mods I came across back in November(ish). I still use alchx2 to this day because I think you tweaked the values perfectly.

    1) Max skill + max perk poisons deal similar damage to max level magic spells.

    2) Max skill + max perk poisons and potions are now very valuable to vendors, similar to crafting a set of armor and enchanting it.

    3) Somehow the multiplier works great - Potions are not retardedly overpowered at low level / low perks. it's a nice smooth power curve as you level alchemy up.

    4) The doubled levellinf rate is perfect - more in line with enchanting and still a bit slower than smithing.

    If anyone still finds this little tweak mod, take it from me: This mod makes alchemy a blast to use. You can't play without it again.
    1. mymgrimm
      mymgrimm
      • member
      • 6 kudos
      I agree 100%, but this mod is old and outdated...It would be awesome if he could update and make with the new CK
  4. mymgrimm
    mymgrimm
    • member
    • 6 kudos
    I think this might be a dead mod ( hope not ) its the only alchemy mod that does something....Could you update this with the new version of CK...without a master this is not going to work. I think this was made without the CK.

    Please if you would.
  5. tejpis
    tejpis
    • member
    • 1 kudos
    Is there any way to make poisons last longer? It seems a bit underpowered compared to even the most basic of Illusion spells. Frenzy Poison lasts for 10 seconds while the Novice? level Illusion spell last for 60.
  6. keLston
    keLston
    • supporter
    • 1 kudos
    Well, if it's nothing your mod is doing and it's something baseline to the game (which given that it's made by Bethesda, is completely possible), there's nothing you could do!

    Just figured i'd give it a shot to see if you had any idea what was happening.
  7. mongolrainbows2
    mongolrainbows2
    • supporter
    • 6 kudos
    nfc what's going on in that case.

    let me know if you still want me to do something
  8. keLston
    keLston
    • supporter
    • 1 kudos
    Not entirely sure what you mean by possibilities per piece of armor.

    What I mean by inconsistent is how reliably I could get the game to calculate the correct armor value. Basically, if you were to ask me to load the game at the point I took the screenshot, I could not tell you what calculation the game would actually give me if I were to remove a piece of armor and put it back on.

    Sometimes, it would have no effect and leave me at 187 (187 is what a full set of Ancient Nord Armor is with 3 in Juggernaut and 1 in Well Fitted + the Banded iron shield). Sometimes, it would readjust and give me the correct (I believe it was) 2100 something.
  9. mongolrainbows2
    mongolrainbows2
    • supporter
    • 6 kudos
    inconsistent as in how many possibilities (roughly) per piece of armor?

    this is interesting
  10. keLston
    keLston
    • supporter
    • 1 kudos
    I wouldn't mind the Steam add but I currently have Steam in offline mode (i'm one of the people avoiding 1.2 because it made all my dragons fly backwards lolol so I had to revert back to 1.1) so hopefully it's not a huge deal trying through here.

    The digit drop off was my first guess, but I ruled that out because I was actually finding inconsistent results, basically I went through what you suggested.

    So what I did was pull up a different set of armor (figured i'd use the one I had - Nightingale) as well as a weapon (Daedric Bow). Now with this set, it worked apparently without issue and get the game to display 4 digit values of armor (2050 for the Nightingale uber potioned).

    Now, the part that's most confusing with the apparently broken set is that I can inconsistently get the game to calculate it correctly, but what I do to make it do so I can't tell.

    Sometimes it will decide to do so if I unequip and re-equip the armor. Sometimes it will not. Other times, it will decide to do so if I remove every other item from my inventory. The weirdest part is that when I can make this happen, it does not consistently remain correctly calculated. Currently, I have an active game where it's working properly. Previously, I had it calculated correctly but it reset back to 189 (it went to 189 from 187 when I leveled) when I exited the house.