Hopefully, we now have a solution to the problem of getting the new standalone perks out into the world and onto your character! Now, when you meet the requirements for a new Alchemy Redone perk (generally Alchemy skill level or the possession of other Alchemy Redone perks) you will be able to *craft* a perk note at the Alchemy Redone Mortar and Pestle. Read the note, and you'll get the perk! The perks should only show up when you meet the requirements, and will disappear when you have that perk. Let me know how it works out for you!
I have a few questions! What do the Dewar Flask and Reagent Crate do when you have them in your inventory? Also, does removing the perk notes from my inventory remove my perks even after I have read the notes? Sorry if asking you is an inconvenience. I hope you won't mind answering.
I just wanted to close off by saying how much I love this mod. It makes Alchemy into something so much more realistic, enjoyable and truly arcane! Makes me feel like the alchemists of old, slowly but surely getting ever-closer to their greatest Magnum Opus! Thank you! <3
The Reagent Crate, Dewar Flask--and a few other items--are all decorative objects; craft them and drop them from your inventory near your home alchemy area. I use Jaxonz Positioner to arrange them, but any similar mod will do.
The top level alchemy apparatuses are only craftable when you have their schematic notes in your inventory; I did that so your crafting menu isn't cluttered with something you'll only make once. The regular perk notes--the ones which are prefixed with [Alchemy 20], [Alchemy 80], etc--can be discarded once you've read them and have the perks. The writing on them is just flavor text, explaining what you've learned and your alchemy skill level.
The formulas you can buy at alchemist shops allow you to craft the lowest level of certain potions, as long as you have the recipe in your inventory.
The two legendary potions - Aqua Maleficarum and Aqua Benedicta--can only be made when you have Alchemy Redone's Alchemy 80 perk and the appropriate apparatus in your inventory (the fractional distillation apparatus for Aqua Maleficarum, the bain-marie for the Aqua Benedicta). You still make them with the Alchemy Redone Flask or Retort, respectively. They're very powerful, and deliberately designed to be an endgame item, accessible only to an adventurous and dedicated alchemist!
This is perfect for me, lightweight and right to the point, no need for hundreds of patches, improves what's already in the game without changing too much... weird that it has so little downloads.
CACO is good but it's a overhaul, and you can't really chose what features you want and don't in your game. Mods like yours are needed, thanks.
...Huh. Well, that's weird. It's supposed to open the crafting window as soon as you exit your inventory. My guess is a conflict with another mod, but I don't know which one. I see the last time you downloaded this was in May 2021; did it used to work, and now has stopped working?
Despite alchemy's power, many people do not even bother with it. If they did, this mod would be among the top most downloaded and endorsed mods out there! Thank you for your time, effort and imagination, all used to transform Skyrim into one of the best games ever.
Here is the deal. Using this mod for Skyrim SSE was making some of the textures of alchemy apparatus invisible for me. (Crucible and flask for sure). Using the newly adapted SSE edition of mod changed it, so only crucible invisible now. I was not reporting it here, cause it was never SSE mod, but now author of porting this to SSE just don't knows, what am i talking about, and i am wonder, is it mod conflict as he thinks, or Nvidia conflicts with Bethesda, as always (all the time glitches with vanilla glass textures in FO4). Any ideas? )) P.S. The mod is great. Especially spicy is using some metals as ingridients. Sad thing is not all the metals. And not the dragon bone-scales...
Hello Maxtillentine. I'm not involved at all in SSE modding. Perhaps the modding community at r/skyrimmods ( https://www.reddit.com/r/skyrimmods/ ) could help, if you make a help request. If you find a solution, please let the SSE porter know about it. :-)
Well... Porter has suggested to address you. (Not literally, though). So, it looks now, no one knows, what the issue. Aniway, the mod is the best. Was tinkering a little with predecessor, "Alchemy Overhaul" - You beated it. ) Still people playing Skyrim, you know)
No, I never said "talk to the original author". From the way you had phrased your question, I said "it sounds like you already spoke to the original author."
As for the Crucible problem, I have been trying to figure that out along with another user.
I have a question involving how Aqua Benedicta is implemented. I am using Ordinator and with the Gods and Mortals Perk which gives a secondary blessing to the Divine shrines. When I drink the Aqua Benedicta potion, it thinks that I have the blessing of Arkay (both bestow fortify Health). When I activate a different shrine, I lose the aqua Benedicta fortify Health effect just like when you choose another blessing. Any thoughts on what I can do to remedy this?
quantumbutterfly: I was wondering if you would be ok with me converting this mod and releasing it on SSE. I know that you have open permissions on your mod, however, I believe in CYA (lets be honest here, the Mods are fairly ban happy at times).
I hadn't really used alchemy up until this point. Figured I'd give this a whirl. To say I was surprised was an understatement. Call me a convert; new toons from here on out will be alchemists.
If there's one thing I'd change, it's all the tools. Immersive and realistic, yes. Not particularly convenient, however. Conbining them might be effecatious. Perhaps a deployable "Alchemical Labaratory" would work? I've seen portable crafting stations around the Nexus.
Reguardless, this mod is fun and the potions are powerful. Heartily endoesed!
I'm glad you're enjoying the mod! I love playing alchemists and crafters. If you're enjoying that playstyle, I recommend you also try out the Enchanting features in GrimyBunyip's mods: https://www.nexusmods.com/skyrim/mods/67659
You make a good point about the convenience factor of an all-in-one workstation. I split the reagents and potions across multiple tools to keep the crafting screen manageable for the player. Even limiting the display to the recipes you have most of the ingredients for, you need to scroll sometimes.
As a matter of fact, one of the early versions of the mod had in-world placeable tools. I discontinued that feature because it was difficult to place the tools neatly without a third-party mod (like Jaxonz Positioner) and because it seemed few people used it. However, Chesko's Campfire has a great resource for placing whole groups of items at once. It would mean making the new version require Campfire, of course, but at this point who doesn't use it?
I don't use Campfire. Never saw the need. I am a big fan of portable homes. Gimme a pocket dimension, or an instant tower, or even a TARDIS, and I'm happy.
I do understand the positioning thing. Utopium's is my go-to, but not everyone has a need or even a use for such tools. Your soloution works, but I don't feel it's optimum. I dunno, I keep thinking a spell/power that places a temporary field lab would really appeal. Had I a clue with CK, I'd take a crack at it myself.
i am here right now to ask if you gave permission to port and modify this mod to tarshana a known xbox only modder cause i found your mod undere tarshanas divine alchemy name on the xbox bethedsa.net site for SE just thought i would let you know and check with you if she had permsiion to port and change your mod
Yes! This mod is distributed with a WML 1.0 "cathedral" license" Anyone may: * redistribute this work in unmodified form * include this resource within another work * modify and redistribute this work so long as they: * give the author due credit * link back to this page *distribute the mod under the same license.
Find more information about WML here: http://wiki.step-project.com/Guide:Open_Modding
292 comments
Hopefully, we now have a solution to the problem of getting the new standalone perks out into the world and onto your character! Now, when you meet the requirements for a new Alchemy Redone perk (generally Alchemy skill level or the possession of other Alchemy Redone perks) you will be able to *craft* a perk note at the Alchemy Redone Mortar and Pestle. Read the note, and you'll get the perk! The perks should only show up when you meet the requirements, and will disappear when you have that perk. Let me know how it works out for you!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
I just wanted to close off by saying how much I love this mod. It makes Alchemy into something so much more realistic, enjoyable and truly arcane! Makes me feel like the alchemists of old, slowly but surely getting ever-closer to their greatest Magnum Opus! Thank you! <3
The Reagent Crate, Dewar Flask--and a few other items--are all decorative objects; craft them and drop them from your inventory near your home alchemy area. I use Jaxonz Positioner to arrange them, but any similar mod will do.
The top level alchemy apparatuses are only craftable when you have their schematic notes in your inventory; I did that so your crafting menu isn't cluttered with something you'll only make once. The regular perk notes--the ones which are prefixed with [Alchemy 20], [Alchemy 80], etc--can be discarded once you've read them and have the perks. The writing on them is just flavor text, explaining what you've learned and your alchemy skill level.
The formulas you can buy at alchemist shops allow you to craft the lowest level of certain potions, as long as you have the recipe in your
inventory.
The two legendary potions - Aqua Maleficarum and Aqua Benedicta--can only be made when you have Alchemy Redone's Alchemy 80 perk and the appropriate apparatus in your inventory (the fractional distillation apparatus for Aqua Maleficarum, the bain-marie for the Aqua Benedicta). You still make them with the Alchemy Redone Flask or Retort, respectively. They're very powerful, and deliberately designed to be an endgame item, accessible only to an adventurous and dedicated alchemist!
CACO is good but it's a overhaul, and you can't really chose what features you want and don't in your game. Mods like yours are needed, thanks.
I was able to craft all 5 tools, yet they dont work. I select the item in armor tab, hear the equip sound, exit the menu and nothing happens.
P.S. The mod is great. Especially spicy is using some metals as ingridients. Sad thing is not all the metals. And not the dragon bone-scales...
Aniway, the mod is the best. Was tinkering a little with predecessor, "Alchemy Overhaul" - You beated it. ) Still people playing Skyrim, you know)
As for the Crucible problem, I have been trying to figure that out along with another user.
If there's one thing I'd change, it's all the tools. Immersive and realistic, yes. Not particularly convenient, however. Conbining them might be effecatious. Perhaps a deployable "Alchemical Labaratory" would work? I've seen portable crafting stations around the Nexus.
Reguardless, this mod is fun and the potions are powerful. Heartily endoesed!
You make a good point about the convenience factor of an all-in-one workstation. I split the reagents and potions across multiple tools to keep the crafting screen manageable for the player. Even limiting the display to the recipes you have most of the ingredients for, you need to scroll sometimes.
As a matter of fact, one of the early versions of the mod had in-world placeable tools. I discontinued that feature because it was difficult to place the tools neatly without a third-party mod (like Jaxonz Positioner) and because it seemed few people used it. However, Chesko's Campfire has a great resource for placing whole groups of items at once. It would mean making the new version require Campfire, of course, but at this point who doesn't use it?
Thanks for your thoughtful feedback!
I do understand the positioning thing. Utopium's is my go-to, but not everyone has a need or even a use for such tools. Your soloution works, but I don't feel it's optimum. I dunno, I keep thinking a spell/power that places a temporary field lab would really appeal. Had I a clue with CK, I'd take a crack at it myself.
Anyone may:
* redistribute this work in unmodified form
* include this resource within another work
* modify and redistribute this work
so long as they:
* give the author due credit
* link back to this page
*distribute the mod under the same license.
Find more information about WML here:
http://wiki.step-project.com/Guide:Open_Modding