Skyrim Special Edition

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Skepmanmods

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skepmanmods

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About this mod

Don't you find disappointing that potions you craft in Skyrim have a generic name and a generic model?
This mod changes crafted potions models and names to match the closest leveled loot potion.

Requirements
Permissions and credits
Changelogs

Better Crafted Potions:



Description:


Don't you find disappointing that potions you craft in Skyrim have a generic name and a generic model?
This mod changes crafted potions models and names to match the closest leveled loot potion.
This mod also allows multiple effects potions to be clearly indicated a such with a suffix in their name as well as changing the way impure potions value are calculated.








Features:




  • Match crafted potions name with leveled loot potions

    In Vanilla, all crafted potions have the same generic name: "Potion/poison of Main Effect Name".
    The name gives no indication on the potency of the potion. For example, a crafted potion of restore health will always be called "Potion of Restore Health" no matter if the player is a novice or a master of Alchemy.

    With this mod, potions you craft have their name changed to match the closest potion from leveled loot. For example, a potion of restore health crafted by a novice alchemist player will be called "Potion of Minor Healing" while one crafted by a master Alchemist will be called "Potion of Extreme Healing".



  • Match crafted potions model with leveled loot potions

    In Vanilla, all crafted potions have the same generic 3d model. (The "Potion of Minor Healing" mesh for all potions and the "Weak Stamina Poison" mesh for all poisons.)
    The model gives no information on the potion. For example, a crafted potion of resist frost will always have the same model giving no indication on the effect of the potion nor its potency.

    With this mod, potions you craft have their model changed to match the closest potion from leveled loot potions. For example, a crafted potion of resist frost will have the model of one of the "Potion of Resist Cold" from leveled loot (which model depending on the strength of the crafted potion) instead of having the standard "Potion of Minor Healing" model.



  • Suffixes in potion names for better differentiation

    A problem with vanilla crafted potions is that there is no apparent difference between crafted potions that have a single effect and crafted potion that have more than one. You actually have to read the description of the potion to figure it out.

    This mod can add the suffix "mixed" to multiple effects potions and the suffix "impure" to impure potions (those that have beneficial and harmful effects). This allows for a easier differentiation between potion.

    To go even further, my mod allows to put all the effects in the name of the potion (for mixed and impure potions) so you can see which potion is which at a glance.

    Since crafted potion names can now match leveled loot potion names, there is also an option to add the suffix "brewed" to potions you have crafted to better distinguish them.

    Because all those extra information can make a pretty long potion name, there are options to use abbreviations instead of the full effect names and to trim the name when it goes over a set number of characters (to prevent UI clutter).




  • Less valuable impure potions

    This feature necessitates a SKSE version dependent plugin, see "Requirements & (Un)Installation" section.

    Impure potions are potions that have both beneficial and harmful effects. In vanilla, their gold value is calculated by adding all of the effects costs, making those potion pretty valuable, often used to easily improve alchemy skill or get rich quickly.
    I think those potion should be less valuable than normal potions. Nobody wants a poison than also improves your opponent or a potion than also harms you. Impure potions should be considered a failure by an alchemist, not a success.

    My mod has an option to subtract opposing effect costs to determine the impure potion gold value instead of adding them. An impure poison gold value is then equal to the sum of its harmful effects costs minus the sum of its beneficial effects costs (and the other way around for beneficial potions).

    What about experience? XP gain in alchemy is determined by the gold value of the potion so impure potions should earn you less XP (they are failed experiment after all).
    My mod has an option to do just that, and make impure potions earn you the equivalent XP of their recalculated gold value. However, with this option on, you will gain your XP when you leave the alchemy table and not during the brewing itself.

    All this makes the alchemy "Purity" perk more interesting, which I think is a good side effect since I always found it rather lackluster for a master (100 skill) perk.







Limitations:


This mod comes with a couple of caveats due to technical/performance limitations:
  • Changes are not retroactive, only potions you craft with my mod installed will be changed.
  • The notification in the upper left corner when you craft a potion will use the vanilla name.
  • The model and name of the potion preview in the alchemy UI will use the vanilla values unless you're about to craft an exact copy of an already crafted potion. Models and name are changed as soon as the potion lands in your inventory.
  • As stated in the feature description, the "Calculate XP" feature will make you earn Alchemy XP when you leave the alchemy table, not during the crafting.
  • Because model and name changes made by a script are not save persistent, my mod has to save the data and load it when you load a save. This has the following drawback:

      - My mod can only save a limited number of potions to prevent script performance issues. The number by default is set to 40, and is configurable. Older crafted potion values are deleted first (not the potion itself of course, it will just regain the vanilla name and model on save reload). Crafted potions of the exact same effects and magnitude/duration (ie: they stack in your inventory) count as one.
      - If a crafted potion has its 3d loaded (not in you inventory or a chest but placed on a table for example) in the cell you are in when you load a save, its model will only be updated when you leave and re-enter the cell (or take it in your inventory).











Requirements & (Un)Installation:


You need Skyrim Special Edition V1.5.39 or above.

You need the Skyrim Script Extender SE build V2.0.7 or above installed (SKSE64).

The "Less valuable impure potions" feature ("impure potions value malus" in the MCM, off by default) requires a SKSE plugin to work (included in the main file). This SKSE plugin is SKSE version dependent, meaning that if Skyrim or SKSE updates, the plugin will need to be updated as well for this feature will not work.
V1.0 of my mod includes the plugin that works with Skyrim runtime version 1.5.80 (SKSE 2.0.16).
V1.0.1 of my mod includes the plugin that works with Skyrim runtime version 1.5.97 (SKSE 2.0.17).
This plugin is also present in Dynamic Potions SSE and Complete Alchemy and Cooking Overhaul. If these mod update their plugin, you can grab it from there in case the one from my mod becomes outdated.

The script "DP_Extender.pex" and the plugin "DP_Extender.dll" will "conflict" with mod that also use them (cited above) because they are the same file. So it's not an issue.

You need SkyUI Version 5.2SE+ for the configuration menu to work.

Installation as usual. Install with your favorite mod manager or manually in the data folder.
You can uninstall simply by removing the mod files.
Installing and uninstalling mid playthrough is fine.







Compatibility & Load Order:


This mod does not contain any vanilla record and should be compatible with everything.
Mod that add new alchemy effects or that change effects on leveled loot potions or that create new leveled loot potions will need a patch for those changes to be taken into account by my mod.
The model matching feature is not compatible with mods that modify leveled loot potions models texture sets like XxAwesome_PotionsxX SSE. Simpler retextures like RUSTIC ANIMATED POTIONS and POISONS work fine.

Due to time constraint, I will not make any more patches unless the conflicting mod is in my personal load order.

Patches for the following mods are available (.esp flagged as .esl):
  • Complete Alchemy and Cooking Overhaul: Enables model/name matching with potions added by the mod. Enbales matching with multiple effects potions. Change effects names abbreviation to match the mod. Disables by default the name matching feature since CACO has a similar feature enabled. You can disable it and activate mine, avoid having both active at the same time.
  • Alchemy Potions and Food Adjustments: Enables model/name matching with potions added by the mod.







Notes:


In vanilla Skyrim, Resist Poison, Fear and Frenzy magic effects are missing a keyword, which may cause my mod to not properly recognize impure potions containing one of those effects.
This bug is corrected by the Unofficial Skyrim Special Edition Patch (version 4.2.0 and above) as well as by Complete Alchemy and Cooking Overhaul, and my mod Alchemy Potions and Food Adjustments. I thus recommend you have at least one of them installed if you have features related to impure potions enabled.

Screenshots were taken with Alchemy Adjustments installed.







Credits:


Bethesda Softworks for making TES:Skyrim and the Creation Kit.
All members of the xEdit team.
All members of the SKSE team.
All members of the SkyUI team.
egocarib for creating the "DP_Extender" SKSE plugin and SilverKnight7 for converting it to SSE.
Bogna Gawrońska and CD PROJEKT RED for the illustration.







Permissions:


This mod is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).
You can consider this mod as a resource. Feel free to copy, modify and upload this mod anywhere, as long as it is for non-lucrative purpose.







My Other Mods:


Wards Functionalities Extended
Wards Functionalities Extended for SLE
Economy Overhaul and Speechcraft Improvements
Alchemy, Potions and Food Adjustments
Selective Transmute
Unlocking Shouts Costs One Soul
Werewolf Night Eye
Vampire Attacks Restored Outside of Walled Cities
Experience Multipliers
Disarming Traps Is Dangerous
Weapon Speed Effects Fix