Immunization mutagen needs Werewolf pelt. I don't know why the author did not change the perk description to tell this. Other perk requirements are same as in normal Requiem.
is there anything that lists the alchemy ingredients changes looking to make enchant potion not trying to cheat enchant and alchemy but wanted to get an extra couple precent on something but can't find enchant fortify ingredients.
Thinking about it, the best way to rebalance potions would be to just reduce costs. Some of them are insanely expensive to the point where you'll never purchase them & subsequently totally exploitable once you can create them. Reducing all to like 10% of their initial cost would possibly balance them out.
Would you happen to know what might cause some potions to be sold at 1 gold in shops? It's not all of them, certain poisons (frenzy) and fortify effects. I'm still looking in xEdit but I don't see any weird overwrites in ingestibles or magic effects (though that shouldn't matter for vendor potions right?).
These are definitely premade. And specific effects for sure, which is what made me suspect your mod. Waterbreathing, invisibility, frenzy, resist magic, and so far every fortify effect is always sold at 1 gold.
It's definitely some weird incompatibility, your mods fine loaded on its own. Removing your mod seems to resolve the issue however, so thought you might have some idea.
Thanks! Manually setting the no auto-calc flag in ingestibles seems to work. I was confused because I didn't see anything like that in your mod. I would make sure that's set so people can't nab a bunch of essentially free potions at the store.
Not sure what happened, but the mod broke. The experience rate is completely wrong. It took me about 250 potions to get to skill 100 instead of the 1000 it should take. Also, for some reason, the order that you select the ingredients now affects the potion. For example, if I select lavender, then nirnroot, I get a potion with 25% magic resistance. If I select nirnroot, then lavender, the potion has 5% magic resistance.
The order of ingredients was always a thing in vanilla. For the leveling rate something is changing it, no idea what, try just increasing the number in the MCM.
How are invisibility potions useful in combat? Once the enemy is aware of your presence they seem to know exactly where you are, invisible or not. At least that's my experience with Requiem. They are most useful for sneak attacks before combat has started.
Wildlander user here, seems like in the mcm menu it is impossible to decrease the values below the default ones. For example, crafting potions will still take 15 minutes, even if set to 0.
Checked on a new game after restarting, the time slider still doesn't work below 15min. Leveling speed is working as intented, even with lowered values. Could you please upload a version of the mod without any time-to-make changes made? It's okay if not, i guess i'll just get used to it.
UPD. apparently it's also conflicting with Hunterborn or something, started to getting "Horkers fat" instead of the "Animal fat" from every animal
I like most of the changes this makes but would like to have a reduced sell multiplier on potions, rather than make them valueless. I'm willing to do this myself in SSEEdit, but I'm not sure what you changed to modify the sell value (I'm new to these tools). Do you remember what that's tied to?
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Cheers.
It's definitely some weird incompatibility, your mods fine loaded on its own. Removing your mod seems to resolve the issue however, so thought you might have some idea.
Alright, how would you do that?
Thanks.
UPD. apparently it's also conflicting with Hunterborn or something, started to getting "Horkers fat" instead of the "Animal fat" from every animal
I like most of the changes this makes but would like to have a reduced sell multiplier on potions, rather than make them valueless. I'm willing to do this myself in SSEEdit, but I'm not sure what you changed to modify the sell value (I'm new to these tools). Do you remember what that's tied to?