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  1. Kulharin
    Kulharin
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    Has anyone tried this alongside Ordinator with any issues to report? How bout the new Vokrii perk overhaul? https://www.nexusmods.com/skyrimspecialedition/mods/26176

    Do many new lands/new quest mods add new ingredients?
    1. skepmanmods
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      Ordinator and Vokrii: I don't have any personal experience to share. They should be compatible, but I can't speak for the balance. If some has played with either and my mod, feel free to chime in.

      New lands/quests: yes, big mods tend to add new ingredients. To be sure, load your complete load order with SSEEdit and look for new records in the ingredient category.
      Those new ingredients may cause some consistency issues with my mod (different effects and potencies) and ideally every mod that add those should be patched.
    2. Kulharin
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      Thanks for the info... would this work with the alchemist compendium?
    3. skepmanmods
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      Yes it will work, with the exception that a couple of ingredients have one of their effect changed by my mod (to integrate the Cure Poison and Waterwalking effects) and because Alchemist Compendium book is not dynamic, those changes won't be reflected in the book. But it's only 6 ingredients so no big deal.
      I'll maybe make a patch with the next update since that mod seems pretty popular.
      You may also be interested by Pick Your Poison which is similar to Alchemist Compendium but dynamic, so my changes are taken into account. It's a bit harder to install though.
  2. Giboss
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    Hello skepmanmods...

    I have a huge problem and only you can help me.

    I installed this mod, as well as "Haladoon's Bugs SE" and "83Willows 101BugsHD Butterfly Dragonfly Luna-Moth Torchbug" (this mod was convincing on Skyrim SE - I could give you a link to download mod). Everything works well, but ...
    Thanks to the components of these mods, I can do GOD and very expensive (13,000, 45,000, ... 600,000, 1800000 septims) potions:

    - a paralyzing mixture for 200 seconds
    - mixture receiving 2600 health points per second for 120 seconds
    - mixture increasing carry weihgt by 300
    - mixture adding 4900 magic points for 300 seconds

    https://zapodaj.net/498cd77702503.jpg.html

    ... and many others.

    Could you create a patch limiting this healing?

    Thanks to your mods, Skyrim is finally well balanced, but by the two mods, which are great - again loses the balance.
    1. skepmanmods
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      Hi,
      so yes my mod is not compatible with mod that add new ingredients. I do not have time to make patches for those at the moment. If you want to do it yourself, it's pretty simple. Open my mod and new ingredients mods with SSEEdit, for each new ingredient and for each of the 4 effects, look for ingredient in my mod with the same effect, copy magnitude and duration and change the new ingredient so it match my own modifications.

      If you're not familiar with xedit: https://www.youtube.com/watch?v=CQi7vnqXySc
    2. Giboss
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      Hi...

      Very simple is something only if you can do it :) For me, physics is easy, as well as breaking boards, but for others it is something very difficult or even impossible to achieve :))

      I understand that you do not have time now, but is there a chance that you will find time later?
      Maybe you could only convert one mod (patch) ;)

      Regards
  3. Giboss
    Giboss
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    Hello skepmanmods

    I use this mod and your Economy... mod.

    I would like to install mod
    Choose Your Ultimate Potions (v. 500). https://www.nexusmods.com/skyrimspecialedition/mods/24102?tab=description

    In the game, Ultimate potions restore once 500 points at a time. The rest of the pots work according to the "AlchemyPaFA" mod.

    It looks like it's all right.

    Will these two mods together not spoil my game?
    1. skepmanmods
      skepmanmods
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      It will not cause any problem, just make sure to load it after my mod.
    2. Giboss
      Giboss
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      Ok, thanks :)
  4. Coventide
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    Hi, I really like the changes your mod brings to the table, there's just one thing I'm not sure I understand. You mentioned in the description of the mod that stronger potions do not cancel the effects of weaker potions, which is great, but what about potions of the same magnitude? If were to drink, say, five potions of minor healing, would each potion be consumed one after the other in five second intervals, or would they cancel each other out? Effectively wasting four minor healing potions. Thanks in advance and keep up the good work.
    1. skepmanmods
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      No, they would not queue. They would activate at the same time and because they all have the same duration it would be a waste. Which is how all potions already worked actually. The only reason you could drink several restorative potions in vanilla is because they had no duration.
    2. Coventide
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      So if I wanted to heal 100 health, and drank two potions that restore 50 health each, I would only be able to restore 50 health? That's a shame, having to open the Items menu every five seconds to get consistent healing in the middle of battle seems like a hassle, in my opinion it would be much more convenient if I could, for example, use four 50 health potions and have them heal me for 10 points a second over a period of 20 seconds, so you can't just insta heal and survive any damage if you have 100 potions, but you don't have to open the menu every five seconds either.

      With that aside, the other balancing changes your mod implements are just what I was looking for, simple and straightforward, I'll make sure to include it in my load order. Thank you for the otherwise excellent mod. Cheers!
    3. skepmanmods
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      Yes you would only heal 50 point. That's how all potions in Skyrim work, they do not queue. For more long lasting effects for health they are fortify health and fortify health regeneration potions.
      Also, making them queue would maybe be more convenient but also completely overpowered IMHO.
      Anyway, if you use potions that much I would advise you look into a hotkey mod or wait for iEquip to drop :)
  5. Mebantiza
    Mebantiza
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    Hello, just wanted to bring something to your attention I noticed while looking at the USSEP bugtracker. I found a poster that has posted a fair number of issues, many related to Alchemy, perks skills, potions etc.
    His name is Migck and, he posted not only problem he identifies, but, actual esps that include his proposed fixes.
    Since I consider this file a bug-balance in many ways, thought there might be some material worth looking at. USSEP naturally, assigned pretty much all of his fixes as Very Low Priority, which seems to be their default for almost everything submitted these days. IE if they ever do look at any of this fellows fixes, they might make it into USSEP 2021, or 22.

    Maybe.
    1. skepmanmods
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      Hi, thanks for bringing these to my attention.

      #25876, #25909, #25587, and #25586 all relate to unique items and my enchantments mod only changes generic enchantments so I probably won't touch any of those.

      #25458 also relate to unique items but both are supposed to be disenchantable so I'll look into it.
      For Huntsman's Prowess, I'm not sure what are the armor ratings of animals, but if the only problem is with chaurus, I'm OK with it. They are more akin to monsters than to animals and that enchantment is supposed to be about hunting animals.
      For Briarheart Geis, I don't think simply putting the resistance type to none will fix the issue though, that would make the extra damage pierce armor with no condition or possible mitigation. A conditioned perk that add to the weapon damage value (like for Wuuthrad) might be preferable.

      #25514 I always dislike this inconsistency with fortify heavy/light armor effects. But it does complicate everything to change this, and I should change this to both my alchemy and enchantments mods. I'll look into it.

      #25452 It's a minor issue and does not affect gameplay but I agree. Putting it on my todo list.

      #25592 Always hated that perk. I have a collection of minor changes/fixes on vanilla perks that I might publish someday. I replaced that perk altogether because in my opinion it's a magic like perk and it has no place in the archery tree.
  6. ardiz
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    Lite version of caco?
    1. skepmanmods
      skepmanmods
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      Kind of, yes.
      This mod tries to stay close to vanilla and fix what I think is wrong with it. It's in my opinion what the game should have been on release.
      CACO overhauls the alchemy system and adds new mechanic that are completely new (bombs, waxes, etc).
    2. ardiz
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      Thanks

  7. Kulharin
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    How is the regeneration potion changed?
    1. skepmanmods
      skepmanmods
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      Nothing special except the usual balancing change. They last 2 minutes instead of 5 (which was not very consistent with the other potions in vanilla).
  8. blehmeh
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    The healing over time affects NPC too? I've been going back and forth on these alchemy overhauls mostly for that feature and yours looks promising.
    1. skepmanmods
      skepmanmods
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      I have never tested this but I think it should work on NPCs too.
  9. StabbyMcGoodstab
    StabbyMcGoodstab
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    I installed the No Food version along with the WACCF patch and get a CTD whenever I try to shop with a merchant selling food. No issue when shopping with non-food merchants, no issue when using the full version with WACCF patch, and no issue when the mod is removed.
    1. skepmanmods
      skepmanmods
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      Hi, thank you for the bug report.
      You're right, I intended the WACCF patch for the complete version and made a mistake by writing it works for the no food version.
      I'm going upload a patch for the no food version with the next update, and in the meantime I'm correcting the file description.
  10. jeromes09
    jeromes09
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    Any chance this is compatible with awesome potions?
    1. skepmanmods
      skepmanmods
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      No, it conflicts.
      There was a patch for 1.x versions. I did not update it for 2.x versions so it's removed for now but I will re-add it with the next update.
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