Skyrim Special Edition

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Plotinuz

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Spell Research Alchemy Expansion
Professional chemistry have finally reached Skyrim.

All standard potions and poisons are now craftable with reagents that you get from dissolving alchemy ingredients and potions in the Spell Research alembic or in the Spell Research cauldron. This is how professional alchemist craft their wares, and now you can too.

The first alchemy perk (Alchemist00) allow you to craft the first two levels of standard potions.
The second alchemy perk (Alchemist20) allow you to craft the remaining three levels of standard potions.

If you install the mod "Spell Research - Convenience add on" you will get alchemy experience from crafting things in the alembic.

Originally created for the Requiem Classic Alchemy Overhaul Redone. Cleaned and exported to work in vanilla Skyrim with just Spell Research.


Why did I create this mod? (Link to original more in-depth article)
Alchemy in the Elder Scrolls is wacky, over the top and extremely abusable. For some this is fun, for others this is totally unfun and immersive breaking.

Arguments rage about where the balance should be. What skill level should be the goal and alchemy be balanced around. 100? 50? What effects, what magnitude and which duration should be the norm? What price should be set for ingredients? What value should be set for a player created potion as opposed to shop bought and found?

If you nerf player created potions into oblivion and beyond, why should player invest in alchemy at all? It is basically unusable and a waste of perk points.

If you do not nerf player created potions, their value turn game breakingly high. For potions that are totally unusable due to their mixture of strong poisons and dubious benefits. Why would anyone buy them at all? It is unimmersive and makes no logical sense.

And the reason for all this is due to the algorithmical nature of how potion effects are set at creation. And if you change the input, something somewhere will break.

Enter spell research chemistry.

Spell research allow the player to use a cauldron or an alembic to dissolve ingredients and potions down into their constituent base effects. You can then use these effects to either learn about how magic works (to research spells), or you can use them to create stronger|weaker versions of themselves, or combine them into ingredients (standard strength alchemy ingredient, or fire/frost/void salts) or items (paper, ink, etc).

We had there a complete chemistry system that worked well. What was needed was the immense effort and time needed to create the recipes for all the standard potions (and more) and make them craftable in the alembic.

This I have now done. It took a long LONG time. And I hope I will never have to do anything like that ever again.

The spell research alchemy expansion is originally a part of "Requiem - Classical Alchemy Overhaul Redone", which is a total Alchemy Overhaul made for "Requiem - The Roleplaying Overhaul".

This version of the mod merely have the recipes to create all standard potions and should be safe to include in any game / modlist that include Spell Research.

Have a nice game.

Plotinuz