Skyrim Special Edition

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About this mod

Improves the consistency and balance of alchemy and potions in general as well as correcting some cheat-like features present in vanilla; such as healing while in the menu or creating completely overpriced potions. Take a look at the feature list for a better idea.

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Alchemy, Potions and Food Adjustments:


The goal of this mod is to improve the consistency and balance of alchemy and potions in general as well as correcting some cheat-like features present in vanilla; such as healing while in the menu or creating completely overpriced potions. This mod tries to make alchemy balanced, coherent and consistent while staying as close to the vanilla spirit as possible.


  • Game settings regarding Alchemy are customizable with an MCM.
    Ingredient potency multiplier, skill multiplier and experience multiplier are customizable.
    Because XP gained is linked to the gold value of the potion created and because you can no longer craft overpriced potions (see below), I recommend putting the XP multiplier at a value above 1 (2 by default). This XP bonus is only applied when the crafting menu is opened.
    Ingredient planter growth is also customizable, this mod default values making ingredients grow/regrowth much slower (10-7 days instead of 1-3).

  • Restore Health/Stamina/Magicka potions have their effects spread over 5 seconds.

    You will not be able to insta-heal while in the menu.

    These effects do not stack.
    If you drink a restore Health/Stamina/Magicka potion while the previous one is still active, the most powerful potion will take priority. (More information on stacking in the "Notes" section.)
    If you drink multiple restorative potions with the same effect while in the menu, only the most powerful one will work.
    This include crafted and non-crafted potions.

    Ultimate restorative potions now heal 50 points of Health/Stamina/Magicka per second for 5 seconds (250 points total).

    A version of the mod with this feature only and nothing else is included in the installer.

  • Poisons types, potency and values are readjusted.

    Poisons of damage Health/Stamina/Magicka now have their effect spread over 5 seconds (instead of being instantaneous).
    Lingering poisons now do 2 (Health) or 3 (Magicka/Stamina) points of damage per second; their potency depends on how long they last.

    Lingering poisons total damage is now similar to the standard damage Health/Stamina/Magicka poisons; only a little bit stronger (about 1.25x) to compensate for their effect taking longer to apply. (In vanilla, lingering poisons were wildly inconsistent: crafted ones were completely overpowered while existing ones were underpowered.)

    Ravage poisons are now 2 times stronger and their effect lasts 3 times longer. (Ravage poisons in vanilla were useless.)

  • Missing potions and poisons from random loot are re-added.

    Some craftable potions/poisons were missing from the vanilla leveled lists, rendering them almost non-existent in the game unless crafted (they couldn't be found in random loot). See here for more details.
    This was most likely due to an oversight or a lack of time from Bethesda so I added them.

    The following potions/poisons have been created and added to their appropriate leveled lists:
    - "Resist Poison" potions (potion, draught, philter and elixir levels).
    - Waterwalking" potions (potion, draught, solution, philter and elixir levels).
    - Ravage Health/Magicka/Stamina poisons (weak, normal, potent, virulent and deadly levels).
    - Speed poisons (weak, normal, potent, virulent and deadly levels).
    - "Aversion to Poison" poisons (weak, normal, potent, virulent and deadly levels).
    The following poisons have been added to their appropriate leveled lists:
    - Health/Magicka/Stamina Lingering poisons (weak, normal, potent, malign and deadly levels).
    - Damage Stamina/Magicka Regeneration poisons (weak, normal, potent, malign and deadly levels).

  • Missing effects from Alchemy are re-added.
    Some alchemy effect existing in the game and represented by potions in leveled lists were missing from ingredients and thus alchemy.
    The "Cure Poison" and the "Waterwalking" effects have been added to ingredients, and potions with these effects can now be crafted.
    I was careful to replace effects that were present in a lot of other ingredients and that were not mentioned by recipes in the game.

  • The values of crafted potions now depends mostly on their potency and not their effect type.
    You will no longer be able to craft overpriced potions (such as paralysis or damage Stamina/Magicka regeneration).
    While some effects are still more valuable than others, the potency of the potions created (ie: your alchemy skills) is now the predominant factor to determine their price.

  • Non-crafted potions value and potency are more consistent with alchemy.
    In vanilla some potions found in loot were a lot stronger than what the player could craft, even with high alchemy skills. Other potions were a lot weaker, rendering them completely useless.
    With this mod, potions found in loot are more on par with potions made by the player.

  • Ingredients effects are now more consistent.

    In vanilla, some ingredients produced non-standard potion strength. See here for more details.
    While this is an interesting feature, I think it was badly implemented. Some very common ingredients had a big multiplier, while rare ingredients had none. Some ingredients had their strength diminished for no reason.

    With this mod, rare ingredients are stronger while other ingredients all have the same strength. I selected ingredients available in limited quantity, rare to find or only available in a specific location.

    The following ingredients will create potions around 1.2x stronger: Fire Salt, Frost Salt, Void Salt, Wisp Wrappings, Spriggan Sap, Taproot, Hagraven Claw, Hagraven Feathers, Briar Heart, Daedra Heart, Moon Sugar, Powdered Mammoth Tusk, Ancestor Moth Wing, Gleamblossom, Yellow Mountain Flower, Poison Bloom, Emperor Parasol Moss and Burnt Spriggan Wood.

    Fortify enchanting/smithing potions crafted with rare ingredients are only about 1.1 times stronger to prevent creating overpowered potions.

    I also corrected some ingredient gold values to be more coherent with their rarity and consistent with similar ingredients. (For example, Fire Salts were worth 50 gold while Frost Salts were worth 100; some mushrooms had 0 gold value, etc.)

    An optional file that adds an asterisk to rare ingredients names to better distinguish them is available in the installer.

  • Fortify and Resist potions last longer.
    The vanilla duration (60 seconds) was too short. 60 seconds tends to fly by when you are fighting making those potions not as used and useful as they should.
    Crafted and non-crafted potions of "Fortify X" and "Resist X" now last 120 seconds.

  • Enchanting, Smithing and Barter potions now last a lot longer.
    The vanilla duration (30-60 seconds) was too short. You always had to rush enchanting/improving/selling your items hoping the effect did not end before you were done.
    Crafted and non-crafted potions of fortify Enchanting/Smithing/Barter now last 300 seconds.

  • Fortify Heavy/Light Armor potions effects are changed.
    The original effect, improving the skill level by x%, was both inconsistent with Fortify One Handed/Two Handed/Block/Archery potions and unclear on its actual effect on armor rating. With this mod, Fortify Heavy/Light Armor potions directly improve the armor rating by x% for 120 seconds.

  • Paralysis poisons are changed.
    The original effect paralyzes any target not immune to poison or paralysis, for a duration depending on the potency of the poison. This is in my opinion overpowered. Even with short durations, this effect can easily be chained to render any enemy incapable to attack or defend itself. A couple of weak Paralysis potions could render even the stronger enemies completely vulnerable.
    My mod makes the Paralysis effect from poisons work like Frenzy and Fear poisons. It has a fixed duration (10 seconds) and works on people/creatures up to a given level The higher the potency, the higher the level.

  • Previously non-scalable potions now scale properly.
    In vanilla, both Cure Disease and Cure Poison do not scale. They have the same effect no matter the player alchemy skill end perks (but different gold values).
    With this mod, Cure Disease/Poison have a percent chance of working instead of being guaranteed. Their chance to work depend on the potion potency.
    Different Cure Disease/Poison potions are added to the leveled lists and will be found naturally in loot.

  • The White Phial is more powerful.

    The vanilla effects were pretty weak for what is supposed to be a valuable ancient artifact. With this mod, all its effects are way more potent, without being overpowered.

    Here are the changes made:
    - Restore Health: 100 points --> 80 points per seconds for 5 seconds (400 points total).
    - Resist Magic: 20% for 60 seconds --> 75% for 120 seconds.
    - Fortify Magicka: 20 points for 300 seconds --> 250 points for 120 seconds.
    - Fortify Stamina: 20 points for 300 seconds --> 250 points for 120 seconds.
    - Fortify One Handed: 50% for 60 seconds --> 85% for 180 seconds.
    - Fortify Sneak: 20% for 60 seconds --> 75% and invisibility for 90 seconds.

    Keep in mind that you can only use one of these effects, once a day.

  • Food now gives lasting improvements on regeneration rate.

    The restoration effects in vanilla didn't make much sense.
    I changed the useless restoration effects to weak but long regeneration rate bonuses.

    - Meat, milk, cheese and butter (proteins and fats) based food now give a Health regeneration bonus.
    - Vegetables (fibers) based food now give a Magicka regeneration bonus.
    - Sugar (carbohydrates) based food now give a Stamina regeneration bonus.
    - Alcohol drinks give a Health bonus. (I was planning on adding negative effects if you drink too much alcohol; but I'm not sure this kind of feature has its place in an alchemy mod. Mods such as Ineed already take care of that.)

    Cooked Food effects depend on their ingredients. Cooked food effects are always stronger than their ingredients, so there is an incentive to cook your food.

    Food that have an potion ingredient in their recipe (garlic, lavender, jazbay, etc) have an effect associated with that ingredient in their food effect.

    Effects from food, alcohol and potions are independent, so they do not cancel each other.

    Effects of the same type (Health/Stamina/Magicka) from the same source type (food/alcohol) do not stack. (More information on stacking in the "Notes" section.)

    A version of the mod without these changes to food items is included in the installer.

  • Food gold values have been reworked.
    Gold values of raw and cooked food in vanilla Skyrim did not have any kind of logic at all. A tomato was worth more than some meats, some ale triple the value of the most expensive meats, some cooked food worth less than the sum of their ingredients, etc.

    I think vegetables should be inexpensive, basic alcohols pretty cheap and meats relatively expensive.
    With this mod food gold value follow these rules:
    - Vegetables and salt are worth 1 gold, milk, eggs and butter 2, a flour bag 3 gold (made with 3 wheat).
    - Basic meads/ales 2 gold, special meads (Black-Briar, Honningbrew) 3 gold, rare meads (Black-Briar private Reserve) 5 gold.
    - Lesser meats 5 gold (clams, horse, goat, etc) (6 cooked) and proper meats 7 gold (beef, venison, horker, etc) (8 cooked).
    - Wines 8 gold, rare wine from 12 to 100 gold.
    - Cooked foods are worth the sum of their ingredient values.

  • Skooma is more interesting.
    Skooma in vanilla was quite boring (a simple restore stamina effect and no negative effect).
    With this mod, skooma fortifies Stamina and Magicka by 100 points for 60 seconds but you do not regenerate either. You are also slowed by 50% and your vision is impaired.

    These effects do not stack but are independent from food, alcohol and alchemy. (More information on stacking in the "Notes" section.)

  • Optional: the so-called Fortify Alchemy/Enchanting loop can be closed.
    Because you can craft Fortify Enchanting potions and create items with a Fortify Alchemy enchantment, there is a (limited) way to take advantage of these effects by looping them: create a potion, then better enchantments with that potion, then a better potion with those enchantments, then even better enchantments with that new potion, and so on.
    This loop is pretty limited because you quickly reach increasingly diminishing return.
    Nevertheless, I know a lot of people never liked this exploit so I made an option in the MCM: if toggled on, Fortify Enchanting potions will no longer affect Fortify Alchemy enchantments, closing the loop immediately.

  • Some vanilla bugs not corrected by the unofficial patch are fixed.
    Some potions were linked to the wrong mesh.
    Some leveled list had inconsistencies, errors or missing potions.
    Crafted Frenzy and Fear potions were not influenced by the "Poisoner" perk.
    The Slow effect bug described here is fixed (for poisons). Weapon speed will also be slowed by this effect if my Weapon Speed Effects Fix mod is loaded.

  • The Unofficial Skyrim Special Edition Patch changes are forwarded.

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).

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

You need to install the Unofficial Skyrim Special Edition Patch.

Installation with a FOMOD installer. A mod manager that support those is required (Mod Organizer 2 or Vortex for example).

If you install this mod mid-playthrough the effects of potions crafted before installing this mod won't be updated. Potions found in loot will be. I would recommend using or ditching player-crafted potions before installing the mod, otherwise some will have weird effects description and/or weird gold values.

Uninstall by removing the mod files.

This mod is safe to update mid-playthrough, bearing in mind that changes do not apply retro-actively to potions crafted with a previous version of my mod.

Compatibility & Load Order:

This mod will conflict with any mod that changes ingredients, potions, alchemy or food effects.
While this mod is compatible with Ordinator or other perk overhaul, my mod was not designed with big perk changes in mind so you may have balance issues.
It is compatible with potions texture and meshes replacement (as long as they don't have an .esp)..
A version of the mod without the food effects changes is included in the installer. Consider this version if you have another mod that changes food effects. is compatible with mod that change food effects.
I always recommend checking with SSEEdit for conflicts before playing.
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 included in the installer (.esp flagged as .esl)
  • Dawn of Skyrim (Director's Cut): Adds my mod food effects to new food items added Dawn of Skyrim. Changes DoS food gold value for consistency. Adds recipe for two of Dos foods.
  • Weapons Armor Clothing and Clutter Fixes: Solves record conflicts.
  • Cutting Room Floor: Adds my mod alcohol effect to the CRF Frost River Mead and adjust its gold value for consistency.
  • Awesome Potions: Solves record conflicts. Warning: this patch conflicts with the WACCF patch.
  • The Alchemist's Compendium: Changes the book to match the few ingredient effects changes my mod makes.
  • Beyond Skyrim Bruma: Changes Bruma ingredients and food to match my mod.
  • Creation Club Rare Curios: Changes Rare Curios ingredients to match my mod. Thanks to SamanthaSays who did a good portion of the work.

If you play with Economy Overhaul and Speechcraft Improvements, it should be placed before this mod in your load order.

Ineed is compatible. If you want "Ineed Extended" to remove the food effects, load it after my mod, or use the no food version of my mod.

A patch for Pretty Animated Potions- Small Bottles Edition is kindly provided by fenrir0054 here.


About stacking:
- Stacking with this mod works exactly the same than in vanilla.
- The most powerful effect takes priority. However, the weakest effect is not canceled. It is simply not active as long as there is a more powerful effect of the same type.
- For example: if I drink a potion of restore Health (that lasts 5 seconds), wait 3 seconds, then drink a weaker potion of restore Health, only the first potion will be active for its 2 remaining seconds, then the weaker potion will be active for its 3 remaining seconds.
- Effects of the same type can only accumulate if they are not from the same source. With this mod, the different sources are alchemy, food, alcohol and skooma.

Stamina restoring over time has the unwanted effect of allowing the player to spam bash and power attacks. (Only 1 point of stamina is required to initiate those attacks, even if they normally costs 30 Stamina points.) I recommend you check out this mod to fix this.


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.
Kaburke and any other who worked on the FOMOD Installer system as well as Wenderer for its FOMOD Creation Tool.
Denis Matei for the illustration.
SamanthaSays for making a good portion of the work for the Rare Curios patch.


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:

Better Crafted Potions
Wards Functionalities Extended
Wards Functionalities Extended for SLE
Economy Overhaul and Speechcraft Improvements
Enchanting Adjustments and Price Bug Fix
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