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nullwyrm

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26 comments

  1. Sparrow1XL
    Sparrow1XL
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    This is stretching immersion beyond the breaking point.  

    It's like saying drinking a pinot grigio gives you knowledge about making wines.  And the more different wines you consume the more knowledgeable you'll become.  Instead of being knee-walking drunk. 

  2. Eyre11
    Eyre11
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    MCM can't be translated. All entries locked.
  3. Eyre11
    Eyre11
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    Why not DPGA but PDGA ̄▽ ̄
  4. JooooooeForLong
    JooooooeForLong
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    Hell yeah this was just the type of mod I was looking for to fix my biggest gripe with Alchemy.

    Are the value->XP ratio based off of vanilla potion values? I know some can get crazy expensive in vanilla Skyrim so I was wondering if that was something you had in mind. I'm using an alchemy overhaul (Apothecary) that makes potion values generally lower but I figured I would just buff the values in the MCM to accommodate.
    1. nullwyrm
      nullwyrm
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      They're calculated live based off the value in your inventory, so should be affected by alchemy overhauls as appropriate. As for exact balance levels, that's something you'll have to figure out for yourself, the only balance I had in mind is that xp earned from crafted potions should be similar to the xp earned for crafting them at vanilla rates, but everything's customisable for a reason
  5. BlazeStryker
    BlazeStryker
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    Does Taste-testing ingredients to get that first effect give Alchemy experience? This is probably the most frequent alchemical behavior in all of Nirn.

    (aside from Jarrin Root... trust me, just DON'T.)
    1. nullwyrm
      nullwyrm
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      I believe that is already a mechanic in vanilla skyrim.
    2. BlazeStryker
      BlazeStryker
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      Clearly, I need to hit the apothecary once I'm flush!  I just like to fill in the little places, thanks for the info! Also, since I forgot the first time, thank you so much for the sensible mod.
  6. XliquidsquidX
    XliquidsquidX
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    does it work with the mod "experience"?
    1. nullwyrm
      nullwyrm
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      I don't see any reason why it shouldn't - this mod uses standard functions for awarding alchemy xp, and does not interfere with the leveling system otherwise - but haven't tested it.
    2. openzmindz
      openzmindz
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      I use it with Experience. It works fine.
  7. openzmindz
    openzmindz
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    Hopefully this isn't too much to ask for but would it be tedious or difficult to make it so it is only self-made potions/poisons? Maybe a configurable option?
    1. nullwyrm
      nullwyrm
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      The latest version includes separate configuration options for generated and non-generated potions/poisons, which should achieve this unless some mod adds dynamically generated potions.
    2. openzmindz
      openzmindz
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      real nice. I'll get this.
    3. BlazeStryker
      BlazeStryker
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      The only mod of which I am aware that plops potions into a great many NPCs' inventories is OBIS (Organized Bandits In Skyrim) and I believe they'd be as stock as buying potions from an Alchemist or Khajiit Caravan.
  8. Freyr95
    Freyr95
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    Would it be possible to do something similar with food items? Like eating/drinking granting alchemy experience
    1. nullwyrm
      nullwyrm
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      This mod actually already did this due to an oversight: Food items are considered to be a subset of Potions by the game and I did not differentiate between them. The new version includes separate configuration options for potions, poisons, and food.
  9. AtsushiATS
    AtsushiATS
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    Finally, someone have this idea, thank you so much for sharing! I assume this should work with any Skyrim ver and SKSE ver?
    1. nullwyrm
      nullwyrm
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      I made it with the latest version in mind, but should work fine so long as you can get the libraries it depends on?
    2. AtsushiATS
      AtsushiATS
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      Ah I see, okay then, I got the address libraries ver right after all, okay Thank you for the response!

      I'm on ver 1.6.640 btw FYI.
  10. rbc1989
    rbc1989
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    One of those mods I didn't know why I wanted until I saw it existed.