Skyrim Special Edition
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SNBCJ and Plotinuz

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Plotinus

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About this mod

Rebalances Requiem alchemy ingredients, alchemy effects, crafted potion prices, and alchemy perks. Craft all standard potions through Spell Research Chemistry. Now you can become a professional alchemist, and not only an ingredient smashing herbalist.

Now with Irondusk33's Wounds Integration

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Requiem - Classic Alchemy Overhaul Redone (R-CAO-R) , is a ported, cleaned, updated and expanded version of Requiem - Classic Alchemy Overhaul (R-CAO), and it modifies Requiem - The Roleplaying Overhaul ingredient strength, alchemy effects, crafted potion prices, and alchemy perk effects.

Alchemy crafting no longer breaks the game economy, and the grindiness of the alchemy experience is rebalanced in various ways.

One of these ways is the introduction of Spell Research Chemistry (optional but recommended plugin) where you can use the Spell Research alembic as crafting station:
 
  • All standard potions, poisons, elixirs, powders, oils and so on are now craftable with reagents that you get from dissolving alchemy reagents in the alembic or in the cauldron. This is how professional alchemist craft their wares, and now you can too. 
  • First alchemy perk allow you to craft the first two levels of standard potions. The second perk allow you to craft (basically follow a recipe) potions up to the fifth level if you have the ingredients. If you take the alchemy master perk (skill level 100) you are now able to craft superlative potions en masse.
  • It is possible to craft a potion that turn you temporarily into a Werewolf. But you will suffer a constant damage to health effect that could kill you by the end of the transformation unless you have killed and fed on victims to keep your health above the threshold for death at the end of the transformation. This drain will be nullified if you have taken the Regeneration perk. Which allow your body to withstand the strain of alchemical violent transmutation into a terrifying werewolf. This way you can experience being a werewolf without ever siding with the Companions, and through alchemical science.
  • You can craft bandages and add healing poultices or special chemical formula to craft special healing bandages that heal you over time.


UPDATED to integrate in Irondusk33's Wounds mod!
Check the Article for details.



Below is an in depth look at R-CAO-R (copied over from Requiem - Classic Alchemy Overhaul (R-CAO) with some edits):


  • Includes Dragon Hearts, Dragon Blood, and Powders of Chaurus Chitin, Dragon Bone, Troll Skull, and Horker Tusk from Azirok's excellent Requiem - Hard Times mod. Use the included patch when playing with "Requiem - Hard Times" and R-CAO-R in the same load order.

  • Actual extracts are now needed for gaining transformational Alchemy perks -such as Night Vision or Fortified Muscles- and are craftable at cookpots. A PC has access to a given body altering Alchemy perk when ingesting it's correlating extract, as long as the other standard perk conditions are met and the extract effect is active. Beware ingesting extracts in unsafe locations, as they overwhelm the PC while preparing their body to transform.

  • Removes Skooma's random number generated instant death and turns it into a rare survivable overdose scenario, which can also now be totally avoided if a PC has a high enough Poison Resistance. Khajiit never overdose. Possessing the Sanguine Rose makes Skooma ingestion much safer and less depleting. Skooma's description is more concise, and the visual effects last as long as all buff/debuff effects are still present.

  • Xarrian's classic Ably Striking (Fortify Unarmed) alchemy effect is returned to Requiem crafting and expanded to more ingredients (replacing some Damage Magicka/Stamina Regen occurrences). 

  • Oil of Fire, Ice, Storms, and Silver are brought back into play from Requiem 1.51 and fine tuned. The PC again has access to a wider range of destructive alchemy that can be used at racks to coat arrows/bolts to convert them to their elemental destructive versions (and steel arrows/bolts into silver).

  • Vendor/NPC potion prices are rebalanced. This lowers the prices of some found or bought potions, while raising others, though many are approximately the same as what they were in base Requiem

  • Harvested quantities of most ingredients are the same as classic Requiem, with minor reductions to the upper harvest range for ingredients like spider eggs, snowberries, mountain flowers, and some others.

  • Many ingredient base gold prices are the same as classic Requiem, although some have minor -and in a few cases moderate- increases. This encourages a PC to sell found ingredients for some minor gold in early game, and increases the expense of buying some ingredients from alchemists.

  • Poison potions are all rebalanced to be both reasonably priced for crafting and actually useful, with greater usefulness from rarer ingredients. They will now all cause non-trivial amounts of damage to an opponent NPC's Stamina/Regen or Magicka/Regen, so a PC has a greater incentive to actually use them.

  • Many rare and difficult to acquire ingredients have identical crafting strengths to classic Requiem for their respective four potion crafting effects, although several common ingredients have some of their four potion effect strengths lowered. For example, snowberries are just as strong as classic Requiem for crafting Frost resistance potions (nod to Frostfall), but the rest of snowberry alchemy crafting effects are weaker. 

  • Having varying potion durations for the same alchemy effect in classic Requiem heavily messes with the ability to price them effectively, as in-game potion gold values are based on a formula of ([Base Alchemy Effect value] x Magnitude x Duration). Crafted potions with longer durations are either worth excessive amounts of gold compared to shorter duration potions with reasonably balanced crafting gold values, or shorter duration potions end up being worth nearly nothing if higher duration potions have well balanced crafting gold values. Furthermore, many vendor/NPC potions vary wildly in duration from crafted potions in base Requiem, which also makes reasonable proportional pricing nearly impossible. This is fixed for all potion types. 

  • Damage Stamina/Magicka Regen, Frenzy, Regeneration, Rigidity, Spiritedness, Spellshield, Ice/Flame/Shockbane, and several other potion recipes -or combinations of them- will no longer break the game economy. An alchemist PC won't create significant wealth without seeking out hard to acquire or rare ingredients, or having high alchemy skill and several crafting perks. Healing, Magicka, and Stamina (HMS) potions, as well as some others, have had their crafting gold values raised to more closely reflect the base gold values that merchants sell their equivalent potions for, and now grant more alchemy experience.

  • Poisons that damage Health or Stamina, as well as Tardiness, Paralysis, Fear, and Frenzy Poisons, will not effect any being that is not mortal. This makes Powders of Void, Ice and Flames meaningful, as well as Oils to convert arrows and bolts for elemental destructive power.

  • Alchemy merchants -and several others- will now usually sell a moderate quantity of lower tier HMS potions. This is achieved by significantly lowering the chances that HMS potions wouldn't spawn at all in base Requiem. No longer will Arcadia -and several others- taunt you by refusing to sell you Healing potions while prominently displaying them around their shops.

  • The stat benefits of Fortified Muscles & Alchemist Intellect are rebalanced to be less OP than base Requiem.

  • The Fortified Muscles Stamina regeneration buff has been moved to the Regeneration perks, encouraging a PC to be more drawn to invest perk points there.

  • Several of Xarrian's classic perk records are added back to the Alchemy tree, including fine tunings of Improved Elixirs, Improved Poisons, Immunization, and Regeneration. 

  • The Alchemy Skill Tree experience gain rate is doubled when taking the second Alchemical Lore perk, and tripled when taking the third. This works in concert with rebalancing economy breaking gold recipe values, as well as removing easy access in early game to expensive combinations of alchemy recipes. A crafted 50 gold potion with R-CAO can give up to the equivalent experience of a crafted 150 gold potion in base Requiem.

  • Grain mills can be used to produce alchemical ingredients.
    Human Skulls, Boar Tusks, and Goat Horns can now all be ground down into Bone Meal at any grain mill. Mammoth Tusks can also now be milled into Powdered Mammoth Tusk.
    • All of the aforementioned bone items can now be broken down at any smelter, though it only gives about half the yield of grain mills due to smelters burning away some of the bone material (even less for Troll Skulls with inherent weakness to fire).
    Red and Blue Glitterdust can now be produced with slightly higher yield at grain mills (the base Requiem smelter recipe yields are unchanged to reflect slight yield loss due to heat damage).Powders of Flames, Ice, and Void, which require the Alchemical Lore perk to produce, can now be produced at grain mills.
    • Powder of the Void yields are higher at grain mills. The base Requiem smelter yields for Powder of the Void are unchanged.
    • Powder of Ice yields are slightly lower at smelters than base Requiem (heat damages Frost Salts). Yields are higher at grain mills.
    • Powder of Flames yields are slightly higher at smelters compared to grain mills (heat supplements Fire Salts).
    Ice Wraith Teeth and Essence can now be used to produce small amounts of Powder of Ice at a grain mill (or at a smelter with a lower yield due to heat damage).

New features introduced in the expansion

The Expanded version introduces some optional changes to the classic experience:

  • Requiem - Classic Alchemy Overhaul Plotinuz update is the modified CAO that form the base of an extensive new overhaul. It includes a new recipe for bandages that you can combine with a healing poultice to get healing over time. (to do: make them one time use. For now they are permanent)
  •  Requiem - Classic Alchemy Perk Overhaul. This mod reverts most of the perk tree changes and lessen the perk spending points, and it unnerfs some of the more.... zealous attempts to fix the percieved overpoweredness of Alchemy.
  •  Requiem - Classic Alchemy Spell Research integration introduces a complete chemistry system using the Spell Research alembic as crafting station. 
  • All standard potions, poisons, elixirs, powders, oils and so on are now craftable with reagents that you get from dissolving alchemy reagents in the alembic or in the cauldron. This is how professional alchemist craft their wares, and now you can too. 
  • First alchemy perk allow you to craft the first two levels of standard potions. The second perk allow you to craft (basically follow a recipe) potions up to the fifth level if you have the ingredients. If you take the alchemy master perk (skill level 100) you are now able to craft superlative potions en masse.
  • It is possible to craft a potion that turn you temporarily into a Werewolf. But you will suffer a constant damage to health effect that could kill you by the end of the transformation unless you have killed and fed on victims to keep your health above the threshhold for death at the end of the transformation. This drain will be nullified if you have taken the Regeneration perk. Which allow your body to withstand the strain of alchemical violent transmutation into a terrifying werewolf. This way you can experience being a werewolf without ever siding with the Companions, and through alchemical science.
  • If you install the mod "Spell Research - Convenience add on" you will get alchemy experience from crafting things in the alembic. I highly recommend that you have this mod, otherwise it will be hard to level alchemy. 
  • In conjunction with this mod I have also created a Requiem specific Spell research patch that ensure you will get access to the proper reagents from ingredients and potions when dissolved.
  • Requiem - Classic Alchemy Overhaul Plotinuz update Wildlander patch integrates the mod into the Wildlander modlist and ensure that you get all the graphical goodness in the list and that ingredient effects and strength are in line with Wildlander specific mods.
  • Requiem - Classic Alchemy Overhaul special feats patch add Drunken Combat perk to be part of the perklist. Based off "Requiem - Classic Alchemy Perk Overhaul" 

This mod have been long in development and I have learned a lot while updating it. But after a case of mod burnout I have let it lie. There are still things that I would like to do, and not everything seem to work as intended yet (bandages.....) But I have had it in my own games for a good long while and it seems to do a good enough job that I decided to release it for others to enjoy.

What is needed now is playtesting and getting reports on bugs and balance changes.