A more balanced and consistent crafting experience that stays faithful to the original design while maintaining compatibility with your favorite content add-ons.
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Increased soul gem enchanting values from 500/750/1250/2250 to 1600/1800/2150/2500
Increased filled soul gem gold values from 80/125/210/375 to 250/300/350/400
Increased empty soul gem gold values from 10/25/50/100 to 75/100/125/150
Increased Muffle enchantment base cost from 1.5 to 4.5
Reverted Amulets of Mara and Stendarr to vanilla effects
Changed Blue Mountain Flower's second effect from Fortify Conjuration to Weakness to Shock
Changed Wheat's second effect from Fortify Health to Weakness to Frost
Reduced standard base duration of Slow from 4.5 to 3
Version 2.7.0
Updated enchantment reload price fix for all enchantments
Removed Bound Bow bug fixes for better compatibility
Absorb Magicka/Stamina effects don't work when attributes are depleted
Drainblood Battleaxe and Drainspell Bow no longer work on Dwarven automatons or Ash Spawn
Updated Summermyst patch
Version 2.6.1
Fixed implementation of price fix for Mage Robes, Shadowthrive, Shadowstrength, Shadowstrike, and Shadowsight so all the original items work correctly
Version 2.6
Changed Ash Hopper Jelly's third effect from Resist Shock to Restore Magicka
Changed Shrouded Hand Wraps enchantment to new effect called Nightblade which doubles Destruction damage when undetected
Changed Shrouded Robes enchantment to increase Destruction skill like other robes
Reverted Ancestor's Wrath (Dark Elf racial power) to be able to scale its range with potions
Version 2.5
Renamed Enhance Defense to Fortify Defense
Renamed Enhance Enchantments to Fortify Enchantment
Renamed Enhance Potions to Fortify Potions
Fixed incorrect names for Fortify Armor Rating and Fortify Potions enchantments
Chaos Damage base magnitude: 1 -> 8
Chaos Damage base cost: 80 -> 8
Chaos Damage duration: 1 -> 2
Chaos Damage doesn't scale with perks
Version 2.4
Pure beneficial potions now have double duration
Version 2.3
Fixed the incorrect magnitude of the Magicka Regen effect of Fortify Alteration & Magicka Regen
Version 2.2
Fixed the description for the Fortify Archery enchantment
Fixed the vanilla Muffle enchantment being flagged as a Restoration effect
Version 2.1
Corrected the description for Frost Damage to indicate that it does double damage to Stamina
Updated Chillrend's Paralyze effect with the same changes as the standard Paralyze enchantment
Added Stamina damage to Chillrend like the standard Frost Damage enchantment
Changed altar blessings of Mara, Stendarr, Zenithar, Auriel, Nocturnal, and Mephala to use Alchemy effects
Reduced Stamina Regen of Predator's Grace from 100% to 20%
Version 2.0
Reworked implementation of skill enchantments for better compatibility
Added new effect to Shrouded Robes giving 75% Magicka Regen
Reverted standard Muffle enchantment to vanilla value of 50%
Reverted Nightingale Boots Muffle values to 25/50/75%
Reduced Muffle base cost from 2.0 to 1.5
Version 1.1
Reworked implementation of Muffle effect for better compatibility
Tweaked visual effect for Silent Moons enchantment
Fixed Fire perks for Silent Moons in Summermyst patch
Fixed minor inconsistency with Jester's Clothes description
Overview Major features:
Generic potions and enchantments and their player-made equivalents have similar ranges across the board. There is no generic item that is too weak or too strong for the player to craft one with equivalent strength.
Various Alchemy and Enchanting effects have been tweaked to improve balance, consistency, and cohesion within the skills.
Crafting skills do not directly improve each other, and the relevant effects have been replaced by new ones. This encourages build variety and eliminates certain tedious gameplay practices.
Compatible with vanilla-based content add-ons, like Beyond Skyrim and Project AHO.
More features:
The gold values of certain player-created potions now match up better with the generic equivalents.
Pure beneficial potions last twice as long.
Armor skill potions now increase armor effectiveness by a percentage, making them significantly more effective.
Block potions also increase bashing damage.
Weakness to Poison does not stack with itself.
There are now 14 skill enchantments that increase the skill directly.
Skill progression has been improved in order to put more value in increasing skill levels.
Combat, magic, and stealth skills now continue to provide benefits when buffed past level 100.
NPCs now benefit from combat and magic enchantments.
Lunar weapons have a new lore-friendly effect.
Muffle enchantments now display their effectiveness and scale properly when enchanting.
Smaller soul gems have increased enchanting capacity.
Smithing formulas have been tweaked for better consistency.
Chitin and Bonemold items only appear in the menu once Solstheim is visited.
Daedric items can only be forged at night.
Perks acquired from Black Book: The Sallow Regent improve item efficacy instead of crafting, eliminating more tedious gameplay practices.
Many bugfixes related to Alchemy, Enchanting, and Smithing are included.
Below is a more detailed breakdown of notable changes made by the mod.
Alchemy Ingredients
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Ash Hopper Jelly
Changed 3rd effect from Resist Shock to Restore Magicka
Blue Mountain Flower
Changed second effect from Fortify Conjuration to Weakness to Shock.
Wheat
Changed second effect from Fortify Health to Weakness to Frost.
Potion Effects
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Magnitude changes have not been listed.
Cure Disease
No longer scales in value with skill. Player-made Cure Disease potions will generally have the same value as built-in potions (except for Hawk Feathers + Charred Skeever Hide).
Fortify Enchanting
Name changed to Fortify Enchantment.
Effect changed to "Staves and weapon enchantments are <mag>% more powerful for <dur> seconds."
Fortify Smithing
Name changed to Fortify Defense.
Effect changed to "Incoming physical damage is reduced by <mag>% for <dur> seconds."
Effect capped at 75%.
Fortify Heavy Armor / Light Armor
Effect changed to "Armor Rating of <skill> is increased by <mag>% for <dur> seconds."
Fortify Block
Effect changed to "Blocking and bashing are <mag>% more effective for <dur> seconds."
Poison Effects
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Magnitude changes have not been listed.
Damage Health
Player-made poisons no longer have a duration.
NB: Because of how costs are calculated, the 1 second duration caused a large (~12.3) penalty to the cost of Damage Health poisons. Now their cost will scale the same way as built-in potions. Nirnroot and Emperor Parasol Moss are being buffed to compensate for the increased value of other ingredients.
Weakness to Poison
Cannot be reapplied.
Enchanting Generic Enchantments
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Magnitude and cost changes have not been listed.
Fortify Alchemy
Name changed to Fortify Potions.
Effect changed to "Consumed potions are <mag>% more powerful."
No longer flagged as an Alchemy skill enchantment.
Krosis also uses the new effect.
Fortify Smithing
Name changed to Fortify Armor Rating.
Effect changed to "Increases Armor Rating by <mag> points."
No longer flagged as a Smithing skill enchantment.
Can be enchanted on the head slot, can no longer be enchanted on the body slot.
Fortify <skill>
Effect changed to "Increases <skill> skill by <mag> points."
Cicero’s Clothes, Jester’s Clothes, and Deathbrand Gauntlets use Alchemy version of Fortify One-handed instead.
Krosis and Kyne’s Token use the Alchemy version of Fortify Archery instead.
Krosis uses the Alchemy version of Fortify Lockpicking instead.
Most unique enchantments still use the old version of Fortify <magic school>.
Normal skill scaling has been altered to improve the effectiveness of skill increases.
NB: All apparel other than the College robes have the Magicka Regen effect at 50 magnitude.
Fortify Barter
No longer flagged as a Speech skill enchantment.
Fortify Magicka Regen
New enchantment named Mage Robes can be learned from robes with this effect, and it can be enchanted on the body slot.
Fortify Stamina Regen
Can be enchanted on rings, can no longer be enchanted on boots.
Muffle
Effect changed to "Noise from movement is muffled by <mag>%."
Cost now scales with magnitude.
Paralyze
Success chance: 26% -> 25%
Description changed to "<25>% chance to paralyze the target for <dur> seconds."
Chaos Damage
Player-enchanted effect changed to "Reduces the target's Magic Resistance by <mag>% for <2> seconds. <50>% chance for each element of Fire, Frost, and Shock to do <10> points of damage."
Base magnitude: 8
No longer scales with elemental perks.
NB: The player-made variant won't scale past 10 damage, unfortunately. Other workarounds cause other issues and the alternative was removing it from crafting entirely.
Special Enchantments
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Shrouded Robes ("Fortify Destruction")
Added new effect: Fortify Magicka Regen 75%
Shrouded Hand Wraps
New enchantment name: Nightblade (replaces Backstab)
New effect: "Double Destruction damage when undetected."
Predator’s Grace
See changes for Muffle.
Stamina Regen magnitude: 1% -> 20%
Chillrend ("Frostfeed")
See changes for Paralyze.
Does double damage to Stamina like the standard Frost Damage enchantment.
Lunar Weapons ("Silent Moons Enchant")
Name changed to Silent Moons.
Effect changed to "While the moons are out, burns the target and absorbs <mag> points of Health."
Enchantment cost removed.
Visual effects have been altered.
Notched Pickaxe
Name changed to Thunder Craft.
Smithing Expertise effect works as advertised.
Smithing Expertise magnitude: 5 -> 8
NB: 108 Smithing with perks unlocks a new Legendary+ tier for tempering.
Smithing Forging
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Skyforge Weapons
Requires the Steel Smithing perk to forge.
Shellbug Helmet
Only appears when Shellbug Chitin is in your inventory.
Chitin & Bonemold
Only appear after Solstheim is visited.
Daedric
Can only be forged between 9pm and 5am.
Abilities and Blessings Abilities
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Ahzidal's Genius
Effect still applies when wearing more than 4 relics of Ahzidal.
Ancient Knowledge
Effect works as advertised.
Seeker of Might
Tempering effectiveness removed.
Seeker of Shadows
Alchemy effectiveness changed to potion and poison effectiveness.
Seeker of Sorcery
Enchanting effectiveness changed to worn enchantment effectiveness.
Altar Blessings
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Blessing of Mara
Uses the Alchemy version of Fortify Restoration (makes vanilla description correct).
Blessing of Stendarr
Uses the Alchemy version of Fortify Block.
Blessing of Zenithar
Uses the Alchemy version of Fortify Barter.
Blessing of Auriel
Uses the Alchemy version of Fortify Marksman.
Blessing of Nocturnal
Uses the Alchemy version of Fortify Sneak (makes vanilla description correct).
Blessing of Mephala
Uses the Alchemy version of Fortify Barter.
Optional Armor Tweaks (I recommend using Armor Rating Rescaled in favor of this if you can. I believe it to be more balanced.) The Optional Armor Tweaks add-on modifies armor scaling to bring mage armor closer in power to physical armor and make it much harder to reach the armor cap. Dragonhide is also turned into a normal armor spell that follows the same progression as the others.
Dragonhide is single-cast and increases armor rating by 120 for 60 seconds.
Compatibility Compatible with just about everything except for other Alchemy and Enchanting overhauls. Most other conflicts are minor and can be resolved by loading this mod early (near the top of your load order).
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Beyond Skyrim: Bruma - Compatible.
Complete Crafting Overhaul Remade - Compatible. Load after this mod.
Enchantment Reload Fix - Incompatible. Should not be used because it forces enchanted items to retain the unbalanced formula used in the crafting menu. It is also incompatible with the changes to Chaos Damage.
Project AHO - Compatible.
Skyrim Community Uncapper - Patch available. Alternatively set the global variable MCBEnableUncapSkills to 0.
Summermyst - Enchantments of Skyrim - Patch available.
Zim's Immersive Artifacts - Compatible. Load after this mod.
Special Thanks The Unofficial Elder Scrolls Pages, documenting useful information and bugs. The Unofficial Patch Project Team, finding many bugs and fixes in the vanilla game. Skepmanmods, creating the Price-Charge Bug Fix. Simon Magus, discussion and feedback on ideas.