About this mod
A zEdit Patcher that randomizes the effects of all your alchemical ingredients. Supports different randomization options based on your preferred randomness!
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
A little Wheat and Blisterwort makes a healing potion, if you didn't know...
And what if I don't want to know? What if it was some Human Flesh with a pinch of Fire Salts instead? What if healing potions can't even be made with the ingredients in Skyrim? Start experimenting and find out!
This patcher randomizes the alchemy effects of your alchemical ingredients, so you might not know what to expect when you start mixing ingredients on that Alchemy Lab!
AFAIK, this patcher supports any ingredient with any effects from any mod! As long as you load mods that affects/adds alchemy ingredients when building the patch, this patcher will be able to randomize it.
Disclaimer:
Using this randomizer means that game balance is more or less thrown out of the window. The patcher provides different randomization settings based on how random (and how relatively balanced) the patch will be, but the end result can get wacky anyway, especially if you are using mods. While using Complete Alchemy and Cooking Overhaul, for example, you might get an ingredient that has multiple high-magnitude effects, and another ingredient with subpar effects, due to the extent of which that mod changes alchemy ingredients.
Installation & Usage
Standard zEdit UPF patcher installation & usage. Refer to Google/YouTube, or follow Steps 5 & 6 of this link for an example of installing and running a zEdit patcher. This patcher also has a few settings, which will be explained in the next section.
Note that zEdit has a 254 plugin limit, so if your load order exceeds it, merge your plugins or selectively load mods that affects alchemy ingredients.
Patcher Settings

Aside from the self-explanatory settings, the different randomization type you select will affect how random the resulting patch will be.
1. Keep Effect Groups (Least random):
This option forces the randomizer to keep the grouping of effects of ingredients, effectively only swapping around the effect groups between different ingredients.
For example, Vampire Dust (Invisibility, Restore Magicka, Regenerate Health, Cure Disease) and Namira's Rot (Damage Magicka, Fortify Lockpicking, Fear, Regenerate Health) might get swapped around, with each getting the other's effect group.
This option has the least interesting results, but is also a lot more balanced, relatively speaking. If you like to keep some semblance of balance, it is recommended to use this option, especially if you are using mods that significantly alter alchemy ingredients like CACO.
2. Keep Effect Distribution (More random):
This option allows the randomizer to randomly assign effects to ingredients, but will force it to follow the current effect distribution.
"Effect distribution" refers to the different quantities of each individual effect that are being used by ingredients. The vanilla effect distribution can be found on this UESP page. Using the vanilla effect distribution as an example, Damage Health is present in 18 different ingredients, and Fortify Alteration is present in only 4 ingredients. This option will ensure that only 18 random ingredients can have the Damage Health effect, and only 4 random ingredients can have the Fortify Alteration effect.
This option is a good middle ground between balance and randomness.
3. Ensure Effect Inclusion (Even more random):
This option allows the randomizer to randomly assign effects to ingredients, but will ensure every effect will be included at least once.
This option is suitable for those who likes chaos but still wants every alchemy effect to be available.
4. Ignore Effect Inclusion (Most random):
This option will allow the randomizer to ALWAYS randomly assign effects to ingredients.
Using this option means that the randomizer has free rein over what random effects to assign. This also means that the randomizer may exclude certain effects altogether, if RNG decides not to assign those effects.
This option introduces the most chaos out of all the other options.
Ignore Effect Distribution:
This option is only available and used when selecting either Ensure Effect Inclusion or Ignore Effect Inclusion randomization types.
Normally, the randomly selected effects are weighted based on the loaded effect distribution. Effects with higher effect distribution will have a higher chance of being selected.
Enabling this option will remove these weights, allowing each effect to have the same probability of being selected.
Prevent Paralysis from being first effect [v1.1.0]:
Skyrim has a camera bug when the player is affected by Paralysis, which can happen when eating an ingredient with Paralysis as the first effect (refer to this Reddit post). Enabling this option will force the randomizer to never place Paralysis as the first effect.
This option is disabled by default as it influences RNG, and is not available/used when the Keep Effect Groups randomization type is selected.
Compatibility
As far as I'm aware, this patcher is compatible with any mod that adds/edits/changes alchemy ingredients and effects (whether or not the end result will be balanced is another story). [size=3]Remember to load these mods into zEdit before running the patcher to include them into the patch!
Mods that lets you learn from alchemical recipe/formula notes such as CACO or Jebbalon's Reagent Revealing Recipes may have unintended side effects. More details in FAQ.
Of course, if you do find any incompatibilities, let me know and I'll look into it.
FAQ
Q: Does this patcher randomize the magnitude/area/duration of the alchemy ingredients' effects?
Q: Are alchemical recipe/formula notes patched? / What are the side effects you mentioned?
Q: Can I install this patch mid-save? / Can I re-run the patcher mid-save?
Q: Can I check the results of the randomization without manually checking every alchemy ingredient in-game?
Q: Is this patcher on GitHub? Can you explain a bit more about the inner workings of the patcher?
Q: Can you make a Synthesis patcher version?
Credits
Thank you to Mator and all the contributors of zEdit for making this patcher even possible at the first place. Special thanks to Mator's Modding Tools discord for answering any questions I had about zEdit.
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