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.
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.
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
Does Taste-testing ingredients to get that first effect give Alchemy experience? This is probably the most frequent alchemical behavior in all of Nirn.
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.
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.
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?
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.
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.
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.
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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.
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.
(aside from Jarrin Root... trust me, just DON'T.)
I'm on ver 1.6.640 btw FYI.