Skyrim

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FOEnthusiast

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FOenthusiast

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134 comments

  1. Micah71381
    Micah71381
    • supporter
    • 1 kudos
    Any plans to port this to Skyrim SE and Bethesda's Mod Portal?
  2. jamester234
    jamester234
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    • 12 kudos
    Does anyone else have a problem where the "Stimulant of Warriors" potion just doesn't show up in the crafting menu? The mage and tactician stimulants show up; it's just the warriors one. Any input is appreciated.
    1. jamester234
      jamester234
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      • 12 kudos
      Nvm, I solved it. For some reason, the recipe for making the potion was listed as "Fortify Soldier" instead. For those with the same problem, just manually change that in the CK.
  3. scantraks
    scantraks
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    • 1 kudos
    Is it compatimble with ''Perkus Maximus'' mod?
    1. FOenthusiast
      FOenthusiast
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      • 3 kudos
      I haven't tried it, give it a shot. But looking at that thing, I seriously doubt it
  4. Richardo11
    Richardo11
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    • 9 kudos
    It is curious to see that the updated text above says 23/05/2014 ans yet when you go to the download page the last update is from 2013, Don't know this is done
  5. Man_About_Freedom
    Man_About_Freedom
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    restore stamina recipe = 3mana?
    restore magicka recipe = 3caffene?

    Shouldn't those be switched around in your recipe file?
    -just a note.
  6. Gi1g4m3sh
    Gi1g4m3sh
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    Well, I need a real help. I installed this mod some time ago, but somehow, didn't like the way he manages the potions (I just prefer the variation and freedom of making the potions in any occasion, no matter how much I carry them). Still, I like the mod.

    The big problem is that, when I unninstalled it, since there my alchemy skill simply does NOT level up and I earn no experience anymore from making potions. It is like this mod altered something on the main data that was not reversed when it was unninstalled.

    I know that CattyFr is now handling the mod, but that was kinda 3 months ago. SO, any help would be very appreciated. I got plenty of ingredients and wanna mix them, still I can't afford to lose that kind of experience. (Btw, I'm not at level 100 alchemy and, even if i had, i got the Level Uncapper).

    THanks by advance, and so ... waiting for some light.
  7. CattyFr
    CattyFr
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    With FOenthusiast's permission I'm updating this mod. I've been fixing bugs that got in as the mod evolved between versions (like several ingredient chemicals requiring higher level perks to make, than the potion the ingredient goes in). I've also added portable tools into the mod, and am in the process of adding bulk recipes (there are over a thousand, so its taking a while). I'll be adding patches for the DLC's and perhaps for other mods that add ingredient.

    http://skyrim.nexusmods.com/mods/36389

    Edit: Bulk recipes and the DLC patches are done. I also addedoptions for the way the potion names display and an option for the potions to heal over time
  8. Ahtilah
    Ahtilah
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    • 6 kudos
    Question, is Fortify Alchemy supposed to be working? Cause that enchant isn't doing anything for me as far as increasing the potions/poisons I mix. Not that I am complaining of their potency at all, just finding it odd that an enchant is rendered useless.
    1. CattyFr
      CattyFr
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      No the enchantment isn't supposed to be working. Its a side-effect of consolidating the number of potions by standardizing their strengths. With FOenthusiast's permission I'm updating this mod (http://skyrim.nexusmods.com/mods/36389). At some point I may create an alternative effect for Fortify Alchemy, but for now I'm not sure what or how.
  9. EpF
    EpF
    • supporter
    • 7 kudos
    I'm sure I'm going to feel pretty stupid when I get the answer, but how do you use this mod?!! I've got 12 venoms in my inventory - I thought that I would be able to make 4 Damage Health potions, but when I use the lab I don't see how to do so with just the venoms. Am I missing something?

    Nevermind - it was a conflict with a tweak of my own that edits the Alchemy Lab. I'd forgotten about it... D'oh!
  10. EpF
    EpF
    • supporter
    • 7 kudos
    This looks interesting and I'm trying it out, but can you tell me what is the logic of revealing all ingredient effects immediately? Is it necessary, or is it just because you have added a different set of benefits to the experimenter perks?

    Edit: I get it now - there's no way to check in a recipe which effects the player has learned, so better to just be up-front about it.

    It's a cool mod, and addresses some of my issues with Alchemy in skyrim. I really loved Alchemy in Oblivion - it was one of my favourite aspects, figuring out crazy combinations with 5 and 6 effects and giving them cool names. Skyrim really ruined it, though it looks as though Bethesda had some grand plans, with the Alchemical Apparatus section that came to nothing: Bellows, tongs, grimoires, censers, hammers, as well as the ones from Oblivion, and all with novice->master upgrade paths too.

    Anyway, while this mod doesn't bring back the richness of the oblivion system, it does get rid of a lot of the frustrations of Skyrim's version, so Thanks! Endorsing when I can...