Skyrim Special Edition

File information

Last updated

Original upload

Created by

DavidTheFalcon

Uploaded by

Gardden

Virus scan

Some files not scanned

Tags for this mod

About this mod

This mod adds expands the vanilla Alchemy skill and turns it into a more witcher oriented skill by adding witcher alchemy (separate from vanilla alchemy), magical Signs and benefits to using steel and silver swords. VERSION 2.0 OUT NOW!

Permissions and credits
Changelogs
The SSE version of the awesome Witchery Skill mod by DavidTheFalcon, ported with his permission.
You can check the original mod here.

What it does is expand the vanilla alchemy tree with a over 20 new perks based on The Witcher game series. It also adds the famous witcher sings as powers for your character to use.

If you find any bugs, I'll try to fix them!

Attention: This mod already contains the monsters from Mihail Cockatrices, Basilisks, Griffins, Rotten Maidens, Leshens and Nekkers, Necrophages, Hym, Arachas, Vampire Beasts and Wraith. (You don't need the original mods)

Description (from the original mod page)

Witchery Skill (Vanilla Alchemy Expander) introduces witcher-style perks and because a witcher's life is a lot about potions and elixirs, the Alchemy skill was the perfect skill for those perk. It was renamed to "Witchery" and turned into a more witcher-oriented skill by adding witcher alchemy (separate from vanilla alchemy), magical Signs and witcher combat perks which mainy benefit from using steel and silver swords. It is called expander instead of replacer because all original Alchemy perks are still there - they were just adjusted a little to work flawlessly within the overhauled perk tree which contains over 20 all new witcher-style perks divided (more or less) into 3 branches added in addition to the original vanilla branch.

===================================================================================================

Changes in Version 2.0

Spoiler:  
Show

Witcher Signs: 
-On version 1.0, each sign was obtained through it's respective perk. Each perk had three ranks, and each rank would give you a spell, so you would end up with 3 different spells for each sign, to a total of 15 spells. Now on version 2.0 you will only receive one spell for each sign on the first rank you the respective perk, but as you take the second and third ranks, the spell will become stronger. So, 5 spells instead of 15.

-Yrden will now be a continous ward-like spell. Enemies who step on it will have their damage resistance reduced (rank 1), + take health damage over time (rank 2), + be paralysed if on low health (rank 3)

-Quen will now have these effects: Increase damage resistance for 30 seconds or 3 hits (rank 1), increase damage and magic resist for 30 seconds or 7 hits and reflect some damage (rank 2), increase damage and magic resist for 30 seconds or 11 hits and reflect more damage (rank 3)

-Aard stays the same, just some minor adjusts

-Axii will now have these effects: Axii will calm targets (rank 1), + Axii will make target flee if he has less than 25% health (rank 2), + Axii will paralyse the target if it has lesss than 10% of health (rank 3)

-Igni will now have thesse effects: fire damage (rank 1), + melt enemy armor permanently (rank 2), + chance of stagger the target (rank 3)

-The sign will now advance the magic skills instead of alchemy (Igni and Aard = Destruction, Yrden and Quen = Alteration, Axii = Illusion)


Witcher Alchemy: 
-Added a new potion: Black Blood. When you drink it, your blood become poisonous for some time, reflecting a portion of physical damage taken back to the attacker.

-Changed all the Witcher Benefical potions models. They now use the same model, but each one have a different color.
-Same thing was made for Witcher Oils. Witcher Oils will not have "Posion" in their names, just "Oil"
- Hanged Man's Venom Posion had it's color changed (yellow)
-White Gull model was changed and it was moved from foods tab to potions tab
-Alcohol extracts were given new names

-Brewing of potions can only be done using the "Brewing" Spell

-Replenishment of potions changed (more information down below on "Meditation Perk)

Witcher Perks:
-Seasoned Traveller Perk was removed. In it's place, I put map markers in all Skyrim's road signs, so you can travel to them.

-Removed Replenishment Perk. It's now included in Medidation perk.

-Meditation Perk now has three ranks. When you meditate, a animation will be played, and a menu asking what you want to do will not be displayed anymore. Meditation is now automatic. On first rank, you will meditate for 8 hours and detoxify yourself. On rank 2, you will meditate for 6 hours and all the witcher potions you drank (up to 3) will be replenished. On rank 3 you don't gain any additional powers, but meditation only lasts for 4 hours.

Witcher Gear:
-Added Wolven, Ursine, Griffin and Feline swords (Basic, Enhanced, Superior and Mastercrafted), both Steel and Silver, with models from The Witcher 3. You can Craft Basic and Enhanced with "Witcher Gear" rank 1 perk and Superior with "Witcher Gear" rank 2 perk. To obtain the mastercarfted version will must have all the superior versions and find a specific NPC on the Rift. (Big thnaks to CDPROJEKT RED for letting me use the assets)

-Added Basic Witcher Silver and Steel sword from The Witcher 3. Witcher initiates will use them and you can craft them as well.

-For you to be able to craft the swords you need to find their diagram. You can find diagrams on Witcher Initiates corpses through varius dungeons in Skyrim. Some are easy, some are difficult. You just need to read the diagram one time, no need to keep it on your inventory.

-Changed the Aerondight model to the one from The Witcher 3. For you to craft it you need to find a rusted version of it first (does 0 damage) and have the "Witcher Gear" rank 2 perk.

-Added the Feline Mastercrafted Armor (credits to OperatorCactus). You can craft it at the forge with the apropriate perk.

-Added the Viper Armor, Seltkirk Armor and Witcher Armor from "Witcher Armour and Shields" (Credits down below). Witcher initiates will use the Witcher Armor, and you can craft it as well. You can craft the Viper armor at the forge with the right perk. Seltkirk armor can be found as you advance in Skyrim Questline.

-All weapons and armour are temperable.

Witcher Misc:
-Added power Stones, which will grat a perk point once activated (one time only) - Credits to mannygt for letting me use his Power Stone asset.

-In Witchery 1.0, Witcher Senses was an aimed spell which gave a message saying which oil the target affect by the spell would take damage from. This spell was reworked in 2.0. Now when the spell is casted it will work like a "Detect Life" spell. NPCs not hostile to tha player will receive a unique color. Hostile NPCs and creatures will receive a color which matches the color of the oil they are weak to. The Duration is 10 seconds.
 




Perk Tree (from the original mod page)

Spoiler:  
Show

a) Vanilla Branch
The Witchery skill replaces the Alchemy skill but all the vanilla perks remain there - technically speaking, it doesn't replace the Alchemy skill, it just renames it. All vanilla perks with the exception of Alchemist stay the same effectwise. Some minor changes have been made to conditions and requirements to make space in the perk tree for the new branches. Alchemist was nerfed for better game balance - it now gives 10/20/30/40/50 bonuses instead of 20/40/60/80/100 bonuses. Vanilla alchemy is busted and overpowered as it is and now with Witchery there are new ways to improve the skills and benefit from the new perks. The vanilla branch also includes two new additions.   

Witchers' Oils (Poisoner, 40)
Poisons applied to steel and silver weapons last longer. This effect scales with your witchery skill.

Witcher's Potions (Physician, 60)
Received damage is reduced by 10% as long as you are affected by beneficial effects of a potion.


b) Witcher Alchemy Branch
Witcher alchemy branch allows you to brew witcher potions, oils, decoctions and mutagens, meditate, or clear your body of toxicity and magic effects.

Trial of the Grasses (Alchemist, 20/40/60/80)
Mutations give you a 25%/50%/75%/100% resistance to diseases, the ability to clear your body of toxicity and dispel magic effects by resting or meditating, and the Witcher Senses power that lets you check target's weaknesses.
Note: Your toxicity is reduced and effects dispelled automatically. You don't need to do anything for it nor can you prevent it.

Brewing (Trial of the Grasses, 35)
You can brew witcher potions and oils while there is an alchemy lab nearby. Alternatively, you can choose to let the potions brew while you rest. (Grants the Witcher Alchemy power.)

Note: Use the Witcher Alchemy power when you are close to an alchemy lab to access the witcher alchemy crafting menu. If you have the Meditation perk, you can also use the power while close to a campfire (if you have Chesko's Campfire installed, its campfire should be automatically recognized). If there is no alchemy lab or fireplace around, a message box will pop out giving you the option to brew the potions next time you go to sleep.

Replenishment (Brewing, 60)
You can keep the leftovers of your witcher potions and replenish them later with White Gull to create a duplicate of a potion in your inventory.

Note: You must a potion in your inventory for its replenishment recipe to appear - the potion is not consumed, though. Decoctions and oils cannot be replenished.

Decoctions (Brewing, 70)
In addition to standard witcher potions, you can now brew rare decoctions that provide powerful, long-lasting effects.

Mutagenology (Decoctions, 100)
You can now brew mutagens. Each mutagent gives you an additional perk point.


Meditation (Trial of the Grasses, 35)
As long as there is a fireplace nearby, you can meditate - and brew potions, detoxify your body or access additional features in the meantime. (Grants the Witcher Meditation power.)

Note: You can only meditate near a fireplace. You can light up campfires that are not burning. If you have the Brewing perk, the Meditation power gives you the option to brew potions. If you have the On the Path perk, the Mediation power gives you the option to build a roadsign at your current location.

On the Path (Mediatation, 70/80/90/100)
You can build roadsigns while meditating that allow you to travel between one another. Once placed they cannot be moved! You have 2/3/4/5 roadsigns to use.

Note: Since you can only meditate near campfire, this is where you can build roadsigns. If you have the Campfire mod, you can build a roadsign basically anywhere where you can build a campfire. Build at your own risk - use your brain and do not place them where they might break the game (unless you want to)!

c) Witcher Signs Branch
Sign branch is a simple straightforward branch that allows you to learn the witcher magic. Each Sign has 3 versions: Basic, Expert and Master. You get them by investing perk points into the various ranks of the Sign perks. The enhanced versions of Signs have stronger base base effects (and in some cases new extra effects) at the cost of having an increased casting cost. You can still use the simple versions if you want to, though.

Magical Vigor (Alchemist, 20/50/80)
The magnitude of your witcher Signs now scales with the Witchery skill and their casting cost is reduced by 10%/20%/30%.

Witcher Sign: Aard (Magical Vigor, 30/60/90)
Aard Sign releases raw power that pushes aside anything - or anyone - who stands in your path./
Aard Sign releases raw power that pushes aside anything - or anyone - who stands in your path and deals impact damage./
Aard Sign releases raw power that pushes aside anything - or anyone - who stands in your path with an unrelenting force and deals impact damage.

Witcher Sign: Axii (Magical Vigor, 30/60/90)
Axii Sign can calm down creatures and people./
Axii Sign can calm down creatures and people, or force them to flee. Having Axii equipped also makes it slightly easier to intimidate others./
Axii Sign can calm down creatures and people, force them to flee, or even frenzy them. Having Axii equipped also makes it much easier to intimidate others.

Witcher Sign: Igni (Magical Vigor, 30/60/90)
Igni Sign produces a gout of fire that does fire damage./
Igni Sign produces a gout of fire that does fire damage. The flames may slightly stagger the target./
Igni Sign produces a gout of fire that does fire damage. The flames may slightly stagger the target and ignore the target's resistance to fire.

Witcher Sign: Quen (Magical Vigor, 30/60/90)
Quen Sign creates a protective shield that temporarily fortifies your armor rating./
Quen Sign creates a protective shield that temporarily fortifies your armor rating and resistance to magic./
Quen Sign creates a protective shield that temporarily fortifies your armor rating and resistance to magic, and reflects a portion of taken damage back at the attacker.

Witcher Sign: Yrden (Magical Vigor, 30/60/90)
Yrden Sign creates a trap on a nearby surface. When enemies come near, it explodes to damage their health and reduce their armor rating by a quarter of the damage dealt./
Yrden Sign creates a trap on a nearby surface. When enemies come near, it now explodes to damage their health and reduce their armor rating by a half of the damage dealt. Traps can be placed farther away./
Yrden Sign creates a trap on a nearby surface. When enemies come near, it now explodes to damage their health and reduce their armor rating by the same amount as the damage dealt. Traps can be placed much farther away.


d) Witcher Combat Branch
Combat branch mostly provides perks that improve the performance of silver and steel weapons. Vanilla Skyrim mostly treats iron and steel weapons as a sort of placeholders that you only use until you find something fancier. Now you can take a few perks and they will actually be quite useful against certain opponents. Do note that if another mod adds steel or silver weapons to your game that are on par with like Daedric weapons in terms of damage, they will be pretty overpowered with a few Witchery perks so be careful!

Witcher Gear (Alchemist, 15/75)
You can craft swords that are governed by the Witchery skill. / You can craft swords that are governed by the Witchery skill and may have the properties of both steel and silver materials.


Adrenaline (Witcher Gear, 40)
Hitting enemies in melee combat increases your adrenaline! As its level rises, you deal and receive progressively more damage. Sleeping or meditating resets adrenaline.

Note: Adrenaline increases everytime you hit someone in melee combat. Once you have aquired enough, you will be notified that your adrenaline level has changed. Current adrenaline effect, if any, is visible in the Active Effects menu. Your adrenaline resets upon sleeping or meditating. (In a sense, it is a hybrid of Wicher 3's and Fallout 4's adrenaline systems.) There are 5 levels of adrenaline. Each level increases the damage you deal by 10%, each level after the first increases the damage you take by 15%. In other words, as adrenaline increases and you are consumed by the battle frenzy, you become reckless and take more damage than you deal so keep an eye on your adrenaline. The adrenaline levels of "damage dealt"/"damage taken" modifiers are thus as follows: level 1: 10%/0%, level 2: 20%/15%, level 3: 30%/30%, level 4: 40%/45%, level 5: 50%/60%. In addition to those effects, your current adrenaline value may be used by some decoctions to calculate their effect.  

Parrying (Witcher Gear, 25/45/65)
While bearing no shield, blocking with your sword or greatsword is 30%/60%/100% more effective and you have a 30%/60%/100% chance to deflect incoming projectiles with your blade.

Steel Sword (Witcher Gear, 25/45/65)
Your iron and steel weapons deal 30%/60%/100% more damage to people and regular animals.

Silver Sword (Witcher Gear, 25/45/65)
Your silver weapons deal 30%/60%/100% more damage to the undead, ghosts, werewolves and monsters from other planes.

Griffin School Techniques (Steel Sword OR Silver Sword, 60)
While wearing at least one piece of light armor, at least one piece of heavy armor and no shield, the magnitude of your witcher Signs is increased by 25% and damage from falls is halved.

Bear School Techniques (Steel Sword, 60)
While wearing at least 3 pieces of heavy armor and no shield, power attack damage for your steel and silver weapons is increased by 35%.

Cat School Techniques (Silver Sword, 60)
While wearing at least 3 pieces of light armor and no shield, critical hit damage for your steel and silver weapons is increased by 35% and critical hit chance by 15%.

The Rose (Bear School Techniques OR Griffin School Techniques, 75)
You hate non-humans. Your iron and steel weapons have their chance to stagger your opponent increased by 25% when used against High Elves, Dark Elves, Wood Elves, Orcs, Argonians or Khajiits. You cannot take The Squirrel perk.

The Squirrel (Cat School Techniques OR Griffin School Techniques, 75)
You hate humans. Your iron and steel weapons ignore damage resistance when used against Nords, Imperials, Bretons or Redguards. You cannot take The Rose perk.


A Witcher's Code (The Rose OR The Squirrel, 90)
The code of a certain witcher doesn't approve of killing dragons. You deal 50% less damage to dragons but your steel and silver weapons do 25% more damage to all other enemies.

===================================================================================================

Credits Version 1.0

DavidTheFalcon for creating the original mod.
LorSakyamuni - The Witcher 3 Mega Resource Pack.  

Oaristys - Modder's Resource PackModder's Resource Pack - The Witcher ExtensionThe Witcher 3 Weaponry.
- The meshes and textures converted from the Witcher games are owned and copyrighted by CD Projekt
- Andrzej Sapkowski - for creating The Witcher.
Bethesda Game Studios - for some of the best games we play.

Credits Version 2.0

- DavidTheFalcon for Creating the original mod
- LorSakyamuni - The Witcher 3 Mega Resource Pack
- Oaristys - Modder's Resource Pack, Modder's Resource Pack - The Witcher Extension
-
 MihailMods - Wraiths, Necrophages, Hym, Leshens and Nekkers, Vampire Beasts, Hym, Arachas, Griffins, Basilisks, Cockatrices, Rotten Maidens.
- CD Projekt Red for it's meshes and textures.
-For the Power Stones assets: mannygt
-For the Yrden Spell activator and explosion assets, and base scripts: powerofthree
-For helping me with scripts: IsharaMeradinReDragon2013Omegacron
-For the Feline Mastercrafted Armor: OperatorCactus
-For the "Witcher Armour and Shields SSE" assets:  TH3WICK3D1, lord0fwar, redxavier, Afro, herdustisverypretty