Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

elmiraguth

Uploaded by

elmiraguth

Virus scan

Safe to use

Tags for this mod

About this mod

A (growing) collection of patches for Mihail's creature mods with Apothecary and/or Apothecary Food

Requirements
Permissions and credits
Changelogs
What do the patches do?
Some Mihail's mods add ingredients or ingestibles (food) into the game, usually as a loot from the added creatures. These patches make them be compatible (and consistent) with Apothecary / Apothecary Food. The patches for Apothecary Food are automatically compatible with Survival Mode (but they don't need Survival Mode to work). The mod contains a FOMOD allowing you to choose what exactly you want to install.

Apothecary patches:
  • Necrophages
  • Old Gods of the Hunt (two possible patches)
  • Griffins
  • Gorons
  • Mating Crabs
  • High Fantasy Pack
  • Golem and Atronach Pack
  • Undead Pack
  • Goblins
  • Scamps and Banekins

Apothecary Food patches:
  • Emperor Penguin
  • Mating Crabs

Do not need a patch (no ingestibles or ingredients):
  • Cave Bears
  • Gravelords
  • Pixies
  • Grey Children
  • Kagouti
  • Ogrim
  • Wormmouths
  • Animal Dung
  • Dwarven Automatons Pack
  • Liches
  • Wraiths

I will slowly add more patches. Feel free to request anything in the discussion section. Also there already exist patches for some of Mihail mods:
Apothecary Patches - Some Mihail Animals

Some details / design philosophy (very minor spoilers about ingredients effects):
Spoiler:  
Show

Old Gods adds an ingredient with just one (very strong) effect. I made two patches for it - patch 1 keeps one strong effect, patch 2 gives it 4 balanced effects.

Generally many of the ingredients in Mihail's mods have different strengths/durations than vanilla ingredients. Some ingredients have just 1, 2 or 3 effects. However in Apothecary all ingredients have the same strength/durations and they all have 4 effects. I prefer my ingredients to be consistent, so what I did is the following:
  • If an ingredient originally had 2 or 3 effects, I added 2 or 1 effect (my choice) so that the ingredient has 4 effects.
  • If an ingredient originally had 1 effect, I consider it "special" and I kept the one effect.
  • Regardless, I balanced all effects to be in line with Apothecary (which somewhat nerfs the ingredients).
If you don't like it, please suggest a different approach in the comments. I will try to take your requests (for as long as I maintain this mod).

For the most part, the ingredients have the same effects as they had originally (I just changed the values). However, some effects were completely removed from Apothecary and replaced by different effects (i.e. Fortify Enchanting becomes Fortify Sneak Attacks).

I didn't touch the values and weights of the ingredients (or anything else about them).

The Undead Pack patch modifies the loot from a few creatures. Originally the mod contained 3 different "versions" of Black Ectoplasm, which however had the same effects. My patch turned these three ingredients into one, which required me to edit the loot tables of some of the creatures.