Oblivion
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Mercer Meka

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Mercer Meka

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About this mod

This mod changes the Quality of all of the alchemy apparatus, so that:
1: The weakest home-brewed potions are slightly stronger and the strongest home-brewed potions are weaker. This is done for balancing reasons.
2: The 2 small bugs with vanilla Alembics are bypassed.

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Alchemy Apparatus Calibrated

This mod changes the Quality of all of the alchemy apparatus, so that:
1: The weakest home-brewed potions are slightly stronger and the strongest home-brewed potions are weaker. This is done for balancing reasons.
2: The 2 small bugs with vanilla Alembics are bypassed.
 


Update: 31 dec 2023:
Alchemy Apparatus Calibrate for De Rerum Dirennis Version: 1.0:
Requires 2 mods: De Rerum Dirennis - Alchemy OverhaulIcons for Alchemy Apparatus

Alchemy Apparatus Calibrate for De Rerum Dirennis Version: 1.1 :
Requires 1 mod: De Rerum Dirennis - Alchemy Overhaul

Alchemy Apparatus Calibrated 1.1 Version: 1.1
Has no mod requirements.




 
In vanilla Oblivion the Quality of the apparatus are: (from Novice to Master) 10 - 25- 50 - 75 - 100
With this mod they are 20 - 25 - 30 - 35 - 40, with the exception of the Alembic which is: 25 - 35 - 45 - 55- 65.
 
These numbers mean that in vanilla Oblivion an inexperienced alchemist who stumbles upon a set of Master apparatus can all of the sudden create potions and poisons of significant power, while a true master of alchemy who for some reason only has novice apparatus at his or her disposal, can only muster to create a mere ordinary potion or poison.
I feel that the skill of the alchemist should have a much higher impact on the strength of the potions and poisons, since a seasoned alchemist would know all the little tricks that you only learn from long nights of testing and studying the various plants, roots and whatnot.
I also have made these changes to shave off some of what I find as rather extreme values for home-brewed potions & poisons.


Let me illustrate by showing both the minimum and maximum values for potions and poisons and then you can be the judge.
I picked 10 effects to look at and then brewed potions & poisons with my alchemist character who first had Alchemy 5 and was using only a novice Mortar and Pestle (for the minimum values). Then I increased his Alchemy skill to 100 and gave him master Mortar and Pestle, Master Retort and Master Calcinator (for the maximum values) and repeated the process for both vanilla and modded apparatus.

Here are my results:(The easiest way to observe the changes is to open all 4 images for an effect and then comparing min/max values)
Restore Health:    Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Restore Fatigue:   Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Restore Magicka:  Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Fire Damage:       Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Shield:                 Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Detect Life:         Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Fortify Attribute: Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Fortify Healh:      Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Resist Disease:     Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded
Light:                  Min, vanilla & Max, vanilla  ->  Min, modded & Max, modded


About the Alembic bug fix I mentioned at the start; the bugs are described here: Source.
Notice these 2 oddities:
- Novice Alembic may increase the magnitude and duration of negative side effects by as much as 15%. (Note that they are supposed to decrease negative effects, not increase them).
- An Expert quality Alembic is sufficient to ensure that all negative side effects always have the magnitude and duration of 1; upgrading to a Master quality Alembic causes no further improvement.
With my changes to Alembics these 2 bugs cannot actualize, since the Quality of the Alembics are changed to: 25 - 35 - 45 - 55- 65 (from Novice to Master).


Compatibility:
- Mods which changes the look of the alchemy apparatus are compatible as long as my mod loads after them and they are tagged with [Graphics] in Wrye Bash. If you don't use Wrye Bash you have to choose one over the other.
- Mods which edits the base cost of Magic Effects (such as OOO and magic overhauls) are compatible. If you follow the link above and take a look at the images you might see slightly different numbers in your game if you're using such mods, that's is all.


Version history:

1.0: Initial version with a small undocumented increase to the weight of the apparati.
1.1: This version is without the additional weight of the apparati.