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167 comments

  1. Kulharin
    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).
  2. blehmeh
    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.
  3. 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.
  4. 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.
  5. amadl468
    amadl468
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    I know it's a long shot, but I'd like to request a feature. I'd really like to be able to make meat without salt. There are other mods that do it, but they'd need patches I think so that the new recipes that they create are balanced with the many patches I have for this mod. It would be really wonderful if you could do this (even if there was an option to simply remove salt from the base recipe). This is my go-to mod for alchemy and food balancing.
    1. amadl468
      amadl468
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      I wanted to add this after further reflection--an argument for why you should add salt. My salt crisis is your fault in the first place! Because of the economy overhaul mod, my innkeeper only resets every seven days, meaning I get 2 salt piles a week if i'm lucky. 2! I'm RPing as a hunter and starving to death :D

      anyway thanks again for a great series of mods
    2. skepmanmods
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      Now I feel guilty ;)
      You're right about EOaSI, I'm adding on my to do list to give more salt piles to anyone who sells food.
      Modifying cooking recipes is a bit outside of the scope of this mod.
      The good news for you is that recipes modifications do not conflict so you can use this mod: Saltless
      If you're familiar with xEdit you can edit it so it only changes meat recipes.
    3. amadl468
      amadl468
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      Thanks for sharing that link! I'll use it. I didn't run into that link when I searched around.
    4. Carbon14C
      Carbon14C
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      If you have iNeed it has an option to remove salt from meat recipes.
  6. Aioriax
    Aioriax
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    Hi! Thanks for this mod, but I have a question, is this mod compatibile with SkyToxin?
    1. skepmanmods
      skepmanmods
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      Hi,
      no, they are not compatible. Lots of conflicts on looted potions and poisons.
    2. Aioriax
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      thanks for reply
  7. crownseer
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    **Edit- the issue actually wasn't with this patch mentioned. It was with Weightless (https://www.nexusmods.com/skyrimspecialedition/mods/749). Just had to load after this mod. Late Loader wasn't necessary, though it did fix the issue.**
    Hi there, I'd like to add a tip for anyone that was having the same problem I was. I think it may be pretty common because of the popularity of the mod that was affecting this, and how it's not directly obvious.

    I had a pretty heavy pricing imbalance when I first installed this mod (Some potions ranging up to the ballpark of about 6k, I believe). I use Economy Overhaul and Speechcraft Improvements, so I made sure this was loaded after EOSI and thought I could check that off of the list of potential problems- BUT, EOSI has an Ordinator patch, which I didn't realize at first. It was much later in my load order, and ended up being the cause of the problem.

    Just moved this mod over to late loaders in vortex and all is fine.
    Hope that helps you out a bit, too, skepmanmods. Thanks for the awesome mod!
    1. skepmanmods
      skepmanmods
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      Hi,
      the EOSI Ordinator patch has no influence on potions whatsoever (it just integrates new perks into the Ordinator Speech tree).
      You probably fixed your problem by putting "Alchemy Adjustments" lower in your load order. Meaning there is another mod conflicting with it, I recommend you load your complete load order in SSEEdit and check what's going on. (check records categories "Ingredient", "Ingestible" and "Magic Effect" on Alchemy Adjustments esp (conflicts with USSEP are intended).)
    2. crownseer
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      Ah, you know I realized that not long after posting... Should've just checked SSEEdit in the first place. I'll edit the original so it's not mis-informative.
      Anyway, it ended up being Weightless (Legacy Plugins). Changed it over to the default group and set it after this mod, and of course works as intended from what I've noticed so far. Doesn't seem to need a patch. If I notice anything, though, I'll try to update. Thanks for correcting that skepman

  8. miguick
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    Something you may want to know,
    The Cure Disease and Poison effects, when triggered as the first effect from eating an ingredient raw, work very much the same as from a potion, regardless of magnitude. So ingredients that have those as a first effect could be seen as kind of an exploit, being much cheaper and easier to just chew on one than having to either buy a potion or find an alchemy station to brew them into one.
    I suppose it could go into the honor system to resist the temptation to chew some eagle feathers every time my character gets sick, but maybe you'd be interested in moving those effects back from instances where they are the first ingredient effect.
    1. skepmanmods
      skepmanmods
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      Funny you should say that, because I was planning to change those two effects in V2.1 to actually scale like every other effect. Those potions are completely overpowered anyway.
      So my idea is that those potions/ingredients would not be a guaranteed cure anymore, they would have a chance to cure which would go up with magnitude. And I would introduce new leveled potions for those effects in the leveled lists too.
      So for example a hawk feather would have a 4% chance to cure disease, a minor potion (or potion made by apprentice alchemist) would have a 16% chance cure, an elixir/extreme (or potion made by master alchemist) potion would have 60% chance to cure.
    2. miguick
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      Ah yes, I remember in oblivion back in the day I had some ideas to also alter those effects so they weren't so overpowered like you say. I have little idea how could that be done here with papyrus, so I'll defer to your judgement. Looking forward to it.
    3. skepmanmods
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      It should be pretty simple thanks to the ActiveMagicEffect.GetMagnitude SKSE function. But I have not started implementing it yet so I may be speaking too soon.

      Also, I'm adding a link to your survival patch on the description. I think I removed it with V2.0 and never realized you updated the patch.

      I'm looking at your mods and I feel a bit weird because I was also planning to make slow effect affect melee speed, and I was planning on making muffle enchantments scalable on V2.0 of Enchanting Adjustemnts. I swear I'm not copying you!
    4. miguick
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      Well I'm just glad they grabbed your attention, great minds think alike :D
      Feel free to use them however you like, I use small patches to adjust their stuff like effect costs to your mods as well, but haven't released them since they were simple changes in Edit.
  9. Giboss
    Giboss
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    skepmanmods

    Is the default setting are the same as it was before (NO FOOD version)?
    I started a new game...
    It may be wrong, but it seems to me, that the potions made by us are stronger.
    1. skepmanmods
      skepmanmods
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      There should not be any significant change in magnitude between 1.x and 2.x versions. I did rebalance some value for 2.0 but no big changes as long as you are on default settings (see my screenshot of the MCM).
      If values seem weird to you, maybe you have another mod conflicting.
      If you want to be sure, give me some example of potions you made with their type, magnitude, your alchemy skill level and perks, and I'll check.
      And if you can, check for conflicts with SSEEdit (load you complete load order, check records categories "Ingredient", "Ingestible" and "Magic Effect" on Alchemy Adjustments esp (conflicts with USSEP are intended).)
    2. Giboss
      Giboss
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      So I loaded all mods in SSEdit and:

      1. Magic Efect - only conflict with USSEP.
      2. Ingredient:
      https://zapodaj.net/9fa545f523972.jpg.html
      https://zapodaj.net/725f1db06da59.jpg.html
      3. Ingestible:
      https://zapodaj.net/9eb075195905a.jpg.html

      I see that some potions work according to your mod, and some do not (I can cure completely on the menu). Although I do not have a single perk in the Alchemy tree, I can create potions that add 3 things at the same time, and some values are expensive.

      Tell me, please, is that something serious?
      I just started a new game with 300 mods and I'm going to play for many years, so I'm asking if these conflicts are serious (can it break my SAVE GAME or CRASH)?
    3. skepmanmods
      skepmanmods
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      What I'm seeing in your screenshots are typical records conflicts, so it certainly won't break your game or cause crashes.
      It just mean that my mod and another mod edit the same record (for example the same potion) and they try to do different things. My mod modifies magnitude, duration and gold value while "Radiant and Unique Potions and Poisons" edit the mesh path (meaning the 3d object of the potion).
      You can choose which mod should "win" the conflict by changing your load order, or you can try resolving the conflict by dragging and dropping the values in red. (like this: https://youtu.be/olEbW1Eqbus?t=233)
    4. Giboss
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      I understand ...
      I prefer not to change values because I do not know about it.
      I just have to put Radiant a UP over your mod. I prefer to win your mod.

      Thanks for help.

      Although I hope that in the free time, when you will be terribly bored with a glass of wine - you will do some small patch :)
  10. MegaWaffle
    MegaWaffle
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    Any chance for a Hunterborn patch? I love this mod and the inconsistencies are starting to bug me, so if you have the time I'm sure others would appreciate it too. I'll be swapping to the No Food version in the mean time.
    1. skepmanmods
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      No, sorry.
      I don't have the time to make patches for mods I don't play with.
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