1. Are the rareness levels defined in the vanilla game? Or is that something you determined by playing?
2. Do you think there is a way to require multiple ingredients when making a potion? For instance, requiring 8 purple mountain flower and 8 thistle branch to make a frost potion?
I think that alchemy has an economic problem in that you get too much money from vendors for too little work.
1. The rareness level is in the vanilla game but not openly showen and not really consequent. I looked how often you can find what ingredient in the world. the rarer they are the stronger they get (That was not in the game.)
2. There is no use for more ingredient requirement. It makes no sense to give you per plant 3-8 Plans and you have to use 8 Plants to craft a potion. I think someone made a mod, that requires more plants. I do not know how to do it.
You are completely right. The economic problem is there. I made some potions already cheaper, but also stronger, so I guess it comes at the end to the same value. I sell many potions, but there are not often some with the price over 50 or 100.
Just downloaded all your mods (I think) and I'm liking them so far, but there is one thing on this one I'm not too crazy about and that's the alcohol effect. Now, I get the idea that the mod is trying to convey, but it goes a bit overboard, in my opinion. Might I suggest either reducing the screen screwing up effect if the character is going to get drunk after just one drink, or increase the number of alcoholic beverages needed to get the drunk effect? I mean, it's the Dragonborn, the mighty warrior and such, and they get nearly blind drunk on one bottle of ale?
Other than that, excellent mod...makes alchemy interesting finally.
Exelente mod, endorsed and staying in my plugins. I have just a little problem, the blue butterfly wings makes overpriced potions, just like the giants toes in vanilla skyrim.
Hi, love the mod. But what happened with the price of health, stamina, and magicka potions? Will it be reestablish to it's old value at some point? Their value is about 3 gold right now, that's way too low. But I like everything else, I never thought I would have to use the new chemicals weapons but immediately when I found two I had to use them 15 seconds later with my way underleveled character and I destroyed the Chief Bandit. I think I also like what you did with the perk system.
You are right. I even did not remeber, that I changed the health, magicka and stamina potions. In the new Version, they will be back to normal! I also hated it, that they did not cost anything, but I thought another mod was doing it.
This only works, if non of them is made by alchemy. Only the Restore Health Potions work, which you can find in the world. It must work, becaue I use it all the time. By the way, Sleeping Darts, Liquid Fire and Sleeping Gas can be craftet. You just need Alchemist 3.
They should not. I discovered this also. If you are low level you will mostly get sun staves. When you get older in Level you will find other Staves. But it disturbes me, that I find so many Sun staves. I will change it and Upload next Week a new Version.
This sounds interesting, but seems very mixed. I'd say, could you add MCM menus to turn some of the features off? I wouldn't mind the potion duration thing, but perk changes and the use of unused keywords seems like a bit too much. You ADDED be a milk drinker and longbows/arrows to your mod? And i hope the addiction thing only works on skooma.
I changed the description. This mod only uses one unused keyword. The other keywords are used by my other mods.
My aim was, to reduce my esp list to 1/3. And to add some mods, which always where in my load order, to adopt them to my idea. So my Mod is really mixed. It was intended. Alchemy Perk changes should fit in an Alchemy mod, don't you think. I never thought about MCM, because I change all things, how I liked it. Maybe I look, how hard it is to implement one.
21 comments
1. Are the rareness levels defined in the vanilla game? Or is that something you determined by playing?
2. Do you think there is a way to require multiple ingredients when making a potion? For instance, requiring 8 purple mountain flower and 8 thistle branch to make a frost potion?
I think that alchemy has an economic problem in that you get too much money from vendors for too little work.
2. There is no use for more ingredient requirement. It makes no sense to give you per plant 3-8 Plans and you have to use 8 Plants to craft a potion.
I think someone made a mod, that requires more plants. I do not know how to do it.
You are completely right. The economic problem is there. I made some potions already cheaper, but also stronger, so I guess it comes at the end to the same value. I sell many potions, but there are not often some with the price over 50 or 100.
Other than that, excellent mod...makes alchemy interesting finally.
EDIT: Also, should every necromancer have a sun staff?
Does alcohol drinks have addiction? Kind of like the Fallout games?
EDIT: Ive always wondered...Are the sleeping gas and darts craftable?
I'd say, could you add MCM menus to turn some of the features off? I wouldn't mind the potion duration thing, but perk changes and the use of unused keywords seems like a bit too much. You ADDED be a milk drinker and longbows/arrows to your mod? And i hope the addiction thing only works on skooma.
My aim was, to reduce my esp list to 1/3. And to add some mods, which always where in my load order, to adopt them to my idea. So my Mod is really mixed. It was intended. Alchemy Perk changes should fit in an Alchemy mod, don't you think.
I never thought about MCM, because I change all things, how I liked it. Maybe I look, how hard it is to implement one.