Alchemy in the Elder Scrolls is wacky, over the top and extremely abusable. For some this is fun, for others this is totally unfun and immersive breaking.
Arguments rage about where the balance should be. What skill level should be the goal and alchemy be balanced around. 100? 50? What effects, what magnitude and which duration should be the norm? What price should be set for ingredients? What value should be set for a player created potion as opposed to shop bought and found?
If you nerf player created potions into oblivion and beyond, why should player invest in alchemy at all? It is basically unusable and a waste of perk points.
If you do not nerf player created potions, their value turn game breakingly high. For potions that are totally unusable due to their mixture of strong poisons and dubious benefits. Why would anyone buy them at all? It is unimmersive and makes no logical sense.
And the reason for all this is due to the algorithmical nature of how potion effects are set at creation. And if you change the input, something somewhere will break.
This feedback to the basic port from Skyrim LE to SE was what really made me start to think on how one could start to make "Alchemy fun again" without breaking the game and making the whole game unfun.
As I am personally into immersive gameplay I am using the Wildlander modlist as base, and I made some notes to myself as follows:
This would allow for a more holistic approach where "magical chemistry" could be expressed in different ways.
The main issue seemed however to be around price of a useful potion. Shop bought potions are all standard strength at standard prices that fluctuate based on speech level, perks and such (and possibly mods that affect trade and barter). It was also here a novice alchemist would go to buy ingredients and sell their wares of dubious actual value. If you nerfed the prices (for example setting value to zero) you also limited experience gain (as this is based upon the value of your potion). Unless you created a script that handled this (nod towards Agd25's alchemy mod) in one way or another. Which create compatibility issues.
What if there was a proper way to create standard shop potions? That had nothing to do with the wacky alchemy formula?
Enter spell research chemistry.
Spell research allow the player to use a cauldron or an alembic to dissolve ingredients and potions down into their constituent base effects. You can then use these effects to either learn about how magic works (to research spells), or you can use them to create stronger|weaker versions of themselves, or combine them into ingredients (standard strength alchemy ingredient, or fire/frost/void salts) or items (paper, ink, etc).
We had there a complete chemistry system that worked well. What was needed was the immense effort and time needed to create the recipes for all the standard potions (and more) and make them craftable in the alembic.
This I have now done. It took a long LONG time. And I hope I will never have to do anything like that ever again.
With that in place I now needed to decide on perk structure and requirements for getting them.
What is included is a first testable version.
I kept (and sometimes nerfed further) ingredient and values from R-CAO. This means that the criticism on the grindiness of levelling alchemy is still true. However. You can from first perk use spell research to craft the first and second standard potions using the cauldron and the alembic. And with Spell Research convenience add on mod, you will gain alchemy experience doing so.
This means that you can roleplaywise be an apprentice PROFESSIONAL alchemist that can use herbcraft to create all the potions you know and love/hate, but use "proper" alchemical equipment (represented by the alembic. As retorts and calcinators are not part of Skyrim) to create pure standard shop potions.
This even allow for a complete zeroing of value of "herbcraft" potions (but that is not done in this iteration) if one so wishes.
So now you can roleplay and sell shoppotions for money the same way NPC's can, and use your homebrews to distill alchemical reagents that are hard to find in nature.
With that done I started looking into the perk trees.
In this iteration I have tried to revert the alchemy tree back to Requiem roots, but kept the requirements for taking an elixir to take a perk point for mutagens.
You will also only have to take two perks to get all ingredient effects and (in this iteration) access to all 5 levels of standard potions at alchemy level 25. The exception are Superlative potions that you need the level 100 perk to get.
To get the level 100 perk you need to take the immunization perk which also require a mutagen. I know I know. That may change in future updates. But I did not want to wait anymore before I released the mod.
So where are we now?
For those who want to only play the classic version, then use only the one main esp.
But if you want to test out the innovations and attempts to strike a more holistic balance, please use the mod as intended with all optional esps.
What we need most now is actual playtesting and a conversation on a path forward.
I hope you will enjoy the mod as it is, and if you have suggestions, feedback and bug reports, please do not hesitate to comment or report them.
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