Skyrim Special Edition

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Alaebasta

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Alaebasta

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111 comments

  1. Alaebasta
    Alaebasta
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    - An issue with cooking has been discovered, i will fix it as soon as i can. 29/8/20

    - While the cooking issue was fixed i got caught up in a endless problematics on the potion failed feature (even tho i succesfully individuated how to detect a failed potion), i'm very much considering removing the feature all together since i think is bringing more problems that giving a concrete immersion. My recent commitment is to simplify this mod more.
    A lot in the last update has been up. Please read the changelog.

    I will work on CACO and ORDINATOR only if someone will test my mod with those mod and will indicate the point of friction. I don't use them and i don't have time to test it.
  2. Alaebasta
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    About uninstallation/Installation of mods in general
    Information baked into saves

    • Proper uninstallation is a lie, removing a mod without consequence is a lie.
    • Some mod updates may not require a new save 90% of the rest of they will.
      100% of the time is suggested. Some plugins will save you from a lot of
      crashes, that is good. Some others will delete some data from your save
      that is also fine. But disinstalling a mod mid-save with skyrim will
      ALWAYS means that the save is corrupted.

    • We, Mod Authors can only create content by touching as less as original
      game data as possibile, and in the update process create content and
      modifying it in the smartest way possible to avoid to remove data.

  3. Snipey360
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    I was wondering if you would allow this mod to be ported to Xbox consoles via Bethesda.net? All credits and links to your work would be retained in the mod description. Thank you for your contributions to the mod community.
  4. RedBeard1971
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    I lose ability to use: 'I' - 'E' - 'Tab'  keys.
    Cannot open doors, Inventory, or Menu.  For some odd reason 'J' works for Journal.
    Awe well. Wanted this to work for me, but no dice.
  5. waeq17
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    Thank you for the update and all of your work over the years on this mod!
  6. vaarallinen
    vaarallinen
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    Hmm ESL poison animations work fine but ESP just freezes when I use poison with animations enabled. I don't use VR though. And failing to create a potion does not use any flasks, is that intended? 
  7. LogicZero420
    LogicZero420
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    Does this play nice with 'Animated Potions' & 'Animated Poisons'? 
  8. anton6732
    anton6732
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    Dragon combat overhaul for alchemy, right here.
  9. Chris778
    Chris778
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    Hey Alaebasta,

    first of all thanks for creating that mod, it's a wonderful addition to Skyrim's Alchemy System!

    Checking the mod for errors in xEdit gives me that one:

    Spoiler:  
    Show
    [00:00] Checking for Errors in [05] MixingRequireContainer.esp
    [00:00] aaaAlchemyneedsContainer [PERK:050012CA]
    [00:00]     PERK \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501DD85] < Error: Could not be resolved >


    Can you help with that?
    1. Alaebasta
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      fixed some time ago
  10. fadlan1904
    fadlan1904
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    the only issues i got from this mod is when im applying poison to a weapon, it unsheathed my weapons.
    i use immersive interaction and the apply poison animation from it doesnt work...
    1. Alaebasta
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      Deactivate the animations in the menu
  11. dann1c
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    I'd like to upload a patch addon I've made that tinkers with the flask crafting a bit. Also adds support for some Sunhelm bottles.
    1. Alaebasta
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      I'm always happy if the mod can improve.

      If you want to send me your file i would gladly check it and consider uploading with improvements, if any, all credited to you.
    2. dann1c
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      Oh, thank you, for some reason I didn't get notified. I just checked this. I will send it later today.
  12. crimson2018
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    I tested this mod now and i like it and i will use it in my next playthrough. The first time i tried, the old mod, i was quite happy with my SKSE free playtrough and i was convinced that something like this could be added without that tool (and apparently it can). But now, SKSE is pretty stable and has a large mod support, i have no issue using it. 

    I set my sterilized flask requirements to 5 (Novice), 4 (Apprentice), 3 (Adept), 2 (Expert), 1 (Master). This is as low as you can get within the MCM parameters, and still get a realistic skill-level distinction.

    The Drinking Animation is featuring the PC drinking a Skooma bottle and it is shared with a lot of other mods, like Animations, Animated Eating Redux, iNeed, etc. This means even if you deactivate the animation in this mod, you can still have the animation played by other mod. Fortunately it can be toggled on / off via MCM in most mods, if one wishes.

    I seen few users who want to buy flasks from alchemists. As far as i know, this cannot be done, because the flask is a 'misc item' object type, and the alchemists in game do not sell 'misc items'. And the standard vendor lists are tied up with their class and voice type, which influences their vendor dialog. You will have to create a custom vendor list and a new voice type. I don't think is worth it.

    Alternatively, the crafting recipes can be easily modified with the CK, so you have 1 Glass (instead of 2) giving you 1 Sterilized Flask, and 1 Used Flask (instead of 2) giving you 1 Glass. This is for players who wants a more light-core experience. But i think that the purpose of this mod, is not just to give a realistic and logical way of dealing with potions and poisons, but also to stop the player from over-using the alchemy mechanics, which is the main exploit of TESV, and the one that destroy the entire economy mechanic of the game.

    Don't forget that this mod applies the same mechanic for the Booze, and an empty booze bottle can be smelted down for 2 Glass.

    The only bug that i encountered ... ex. with a novice alchemy skill (5 s.flask required for crafting a potion) ... once the player is in the Crafting Potion GUI, it can craft a potion even if it has less than 5 sterilized flask in the inventory (2 s. flask in my case) and only after the player is left with 0 sterilized flasks, the player is thrown off the Crafting Potion GUI and cannot access it again, without the requirement. That gives you an extra potion / poison. Not a big deal, though.

    Thanks for the mod!