About this mod
Disables vanilla alchemy system and replaces it with crafting-like one. SKSE plugin
- Requirements
- Permissions and credits
- Changelogs
Vanilla alchemy system is completely disabled. You can't mix & match ingredients and create custom potions anymore. Instead you can craft Vanilla Potions (and possibly mod added potions if they are correctly tagged via KID. Support for Apothecary is built-in).
All potions are divided into 5 tiers following vanilla (note: some potions/poisons have only 4 tiers and starting from Apprentice):
Novice
Apprentice
Adept
Expert
Master
Tagging is done through Keyword Item Distributor config.
Without any perks you can craft only Novice potions. You can take a perk to craft higher level potions at 20, 40, 60, 80 levels of alchemy. To craft a potion you must:
- Have appropriate perk for potion level
- Have 2 ingredients with the same effect
- Know effect from both ingredients.
Accompanying SKSE plugin automatically generates potion & poisons recipes at runtime based on ingredient effects & ingredient rarity .
All ingredients are divided into 3 rarity tiers (Mostly following vanilla LItemApothecaryCommon/Uncommon/Rare items list):
Common (flowers, wheat, etc)
Uncommon (most mushrooms, monster ingredients and similar)
Rare (fire/frost/void salts, daedra heart, rare fish, etc...)
Tagging is performed through KID config. In case of unknown ingredient (e.g. mod added) the plugin assumes that it has Uncommon tier. Vanilla, CC AE content and Apothecary support has built-in.
Additionally the plugin automatically appends rarity suffix (configurable, default ON ) to the ingredients so you would know what to sell and what to keep for better times ;). You can adjust names or disable this feature completely in AlchemyReworked.yml file
Taking both list of potions & ingredients, the plugin generates potion & poison recipes based on following rules:
- Common Ingredient + Common Ingredient = Novice
- Common Ingredient + Uncommon Ingredient = Apprentice
- Common Ingredient + Rare Ingredient = Adept
- Uncommon Ingredient + Uncommon Ingredient = Adept
- Uncommon Ingredient + Rare Ingredient = Expert
- Rare Ingredient + Rare Ingredient = Master
You can configure these rules as you like in AlchemyReworked.yml config
So to create good potions you must have invested into getting proper ingredients. Experienced alchemists can create slightly better potions from the same ingredients when taking appropriate perks:
- Benefactor - You create now one level higher potions from the ingredients.
- Poisoner - You create now one level higher poisons from the ingredients.
- Purity - All created potions and posons will be one level higher. Stacks with Benefactor and Poisoner.
These perks automatically "bumps" potion level by +1 to max +2 (for both Benefactor/Poisoner + Purity). That means that you will get Apprentice-level potion from common + common ingredient with 1 perk and Adept-level potion with 2 perks. And Master-level potion from 2 uncommon ingredients, so it's a good investment :)
Almost all mod work is performed at runtime in SKSE plugin in compatible and conflict-free way. Accompanying ESP is needed only for perk/tree changes because old perks for alchemy effectiveness don't make sense anymore.
Recommended mods:
Apothecary or similar. It's not required but very recommended to adjust and normalize potion & effect values. Without it few novice level potions will have high price making it's too easy to get money. Additionally it's adding few interesting effects which are supported by my mod
Alchemy Recipe Expansion and Recipe Auto-Learn . Since it's not possible to bruteforce ingredients anymore to learn effects you either should resolve to perks or as true alchemist to recipes. Highly recommended to get both.
Few players also recommended this mod . I personally don't use this mod but having more available ingredients won't hurt i suppose
Compatibility:
ESP plugin is only touching Alchemy Perk Tree and few perks to make sense for new alchemy progressions. Perks effects itself are not important (and I deleted associated effects from them). If you don't like my changes you can overwrite it with other mod. However you need to open SKSE/Plugins/AlchemyReworked.yml and provide Form IDs of perks which will be responsible for alchemy progression:
perks:
# Perk to enable apprentice quality potions
level2: Skyrim.esm|BE127
# Perk to enable adept quality potions
level3: Skyrim.esm|C07CA
# Perk to enable expert quality potions
level4: Skyrim.esm|C07CB
# Perk to enable master quality potions
level5: Skyrim.esm|C07CC
# Perk to make potions +1 quality
potionQuality: Skyrim.esm|58216
# Perk to make poisons +1 quality
poisonQuality: Skyrim.esm|58217
# Perk to make both potions & poisons +1 quality
allQuality: Skyrim.esm|5821D
# Perk to increase produced potions & poisons by +1 (not exist in vanilla game but perk overhauls often add it)
doubleItems:
For example here is from Adamant patch:
perks:
level2: Skyrim.esm|BE127
level3: Skyrim.esm|C07CA
level4: Skyrim.esm|0C07CB
level5: Skyrim.esm|C07CC
potionQuality: Skyrim.esm|58216
poisonQuality: Adamant.esp|DA3D2
allQuality: AlchemyReworked - Adamant Patch.esp|A01
doubleItems: Adamant.esp|DA3D3
Adamant , Vokrii - Minimalistic Perks of Skyrim and Vanguard Path - Rogue Gameplay and Perk Overhaul patches are provided in optional files. Load main file BEFORE perk overhaul and patch AFTER
Vanilla Perk Changes:
Alchemist: Changed starting perk requirement to have 20 points in alchemy. Removed last tier. They advance potion levels instead of %X stronger now
Experimenter: Changed alchemy requirements to 30 from 50 and it's available earlier in the tree (right after Alchemist perk). From gameplay perspective it's more important
Physician: Doesn't make sense anymore. Removed
Poisoner: Changed alchemy level requirement to level 50. Now increases produced poisons level by 1 instead of %25 magnitude for player created poisons (doesn't make sense anymore)
Benefactor: Same as Poisoner but for potions. Alchemy requirement is 50, increases level of potions by 1 instead of %25 magnitude for player created potions (doesn't make sense anymore)
Purity: Now increases both potions and poisons level by 1 which stacks with Poisoner/Benefactor. Vanilla effect of removing negative & positive effects from player created potions doesn't make sense anymore
Vokrii - Minimalistic Perks of Skryim Changes:
Restored Alchemist starting perk with ranks. Requirement is 20 points in alchemy
Physician Perk removed
Restored 3 ranks for Experimenter perk. Put it into the same place instead of Physician perk. Changed requirement for the first rank to 30 level of alchemy
Poisoner / Benefactor increase poisons/potions level by +1
Purity increases potion & poison levels by +1. Stacks with Benefator/Poisoner
Removed Gourmet perk. Ingredient value doesn't make sense anymore so the perk was useless anyway.
Vanguard Path - Rogue Gameplay and Perk Overhaul Changes:
Restored Alchemist starting perk with ranks. Requirement is 20 points in alchemy
Restored multiple ranks for Experimenter perk. Alchemy level requirements are 30-50-70. Available earlier
Removed Physician perk. Doesn't make sense anymore
Poisoner / Benefactor increase poisons/potions level by +1
Green Thumb changed level from 20 to 50, available after Experimenter perk
Herbalist no change in level (80). Available after Green Thumb. Doubles created potions/poisons
Purity changed level from 40 to 100. Moved to the top. Repurposed it to increase potions & poisons levels by +1. Stacks with Benefactor/Poisoner.
Adamant Perk changes are mostly similar to the vanilla perk changes above. I've added new Perk (Purity, for +1 potion/poison level), restored "Experimenter" (eating ingredient reveals N effects) perk levels (reasoning - to smooth progression, otherwise there is no point in buying recipes) slightly rearranged alchemy tree and repurposed existing perks to follow new potions progression
Source Code
License: MIT
Credits
powerofthree / Crafting Recipe Distributor for example how to create native COBJs from SKSE plugin