File information

Last updated

Original upload

Created by

Haanum

Uploaded by

Haanum

Virus scan

Safe to use

About this mod

Overhauls the all alchemy effects to be more useful. Makes potions and poisons cheaper. Removes Fortify Smithing and Fortity Enchanting. Does NOT change the perk tree.

Requirements
Permissions and credits
Changelogs
Features

Complete overhaul of all potion effects in terms of cost, duration and magnitude.
Complete overhaul of all ingredients.
Configurable setting for scaling of crafted potions.
Configurable setting for experience gain from crafting potions.
Option to gain Alchemy experience from using potions and poisons.
No changes to the perk tree.

Effects

Cure Disease
Removed from ingredients. Potion still can be bought from merchants.

Cure Poison
Replaced all ingredients that previously had Cure Disease on them.
This will let you heal yourself (or a follower if mixed into a restore health potion) from any damage done by an aversion poison. None of the enemies actually use it on you unless you have a mod that makes them. If so... let me know what mod I'd love enemies use more poisons on me.

Damage Health / Magicka / Stamina
Now applies damage over 5 seconds. Magicka and Stamina damage are increased to make it more useful. Stopping spells/power attacks usually works better by stopping the regeneration rather than doing temporary damage.

Restore Health / Magicka / Stamina
Now applies over 5 seconds but heals more per potion. Doesn't stack: Drinking a second one while you have 3 seconds left will waste the healing you would have gotten in those 3 seconds and instead start a new 5 seconds heal.

Lingering Damage Health
Now scales in duration. Does 4 times the total damage of an equivalent Damage Health poison.
All lingering damage health poisons do 4 points of damage but will linger a long time. This makes them extra useful for placing poison into someone pockets when you have plenty of time to wait for it ticking. Or stack multiple doses on an enemy and then run away while they slowly die from it. Your call.

Ravage Health
Reduced duration to 5 seconds to match Damage Health poisons.
Changed it to not stack, only the highest magnitude applies.
I think this effect is perfect to quickly finish off an opponent by drastically reducing their health for just a moment.

Fortify Alteration / Conjuration / Destruction / Illusion / Restoration
Vanilla magic does not scale. All you get is reduced cost. So I made the potions VERY STRONG.
If you are using a magic scaling mod or a spell pack that includes spells that are broken with a 400% boost I recommend to use the alternative magic school potions patch. See compatibility section.

Fortify Blocking/Light Armor/Heavy Armor
Massive increase in magnitude and duration. The vanilla magnitude of those potions is not really noticeable.

Fortify Carry
Scales way higher. Because at the end of a dungeon you always have to dump stuff on your follower and/or leave things behind.

Regenerate Health / Magicka / Stamina
Scales better and is cheaper.

Fortify Health / Magicka / Stamina
Scales better and lasts 120 seconds.

Fortify One-Handed / Two-Handed / Archery
Scales better. Because I want to feel the difference when I drink a potion. And if you think about it. A full set of enchanted gear gives you 160 without adding any boost like potions and DLC effects.

Fortify Lockpicking
Massive increase. Lockpicking is not super hard, but it is tedious. The increase makes it actually worthwhile to drink a potion when facing a master lock without changing anything about the vanilla lockpicking system.

All other Fortify Skills
Better scaling and duration.

Fear / Frenzy
Works on higher level targets and lasts 60 seconds. I'm not the biggest fan of influence effects in vanilla because you always end up with enemies that are too high level.

Invisibility
Lasts longer.

Paralysis
Lasts longer. A bit cheaper than vanilla but still expensive in relation to all the other reworked effects.

Resist Fire / Frost / Shock
Now scales in duration.
All potions give 100% resistance. Technically the game caps at 85. But there is mods changing that cap and effects reducing your resistance (like vampirismn).

Resist Magic / Poison
Now scales in duration.
All potions have 50% resistance. Less than the cap by itself but more than the cap with a racial ability or enchanted gear.

Weakness to Fire / Frost / Shock
Stacks
Does PERMANENT damage that can be recovered with cure poison. This means that eating ingredients with this effect in the first spot will reduce your resistance and needs to be healed with cure poison.
All poisons last for 10 seconds. I tried to scale them with duration at first but it took too long to be of any use. Skyrim combat is usually very lethal and the existing elemental damage sources are not amazing. I wanted this poison to have a meaningful feeling and use case compared to just simply using a Damage Health poison. Weakness is great against bosses and for spell blades.

Weakness to Magic
Scales in Duration
Stacks
Does PERMANENT damage that can be recovered with cure poison.
All poisons do 10 damage to the resistance per second. In the short term it is weaker than fire/frost/shock poisons but it lasts longer. Skyrim fights tend to be short with a lot of damage being done in a single hit (especially high level enemies on master/legendary difficulty). This (hopefully) creates some kind of balance between bandit chiefs murdering you in 1 hit and you impaling them with a single ice spike (after running away for 2 minutes).

Weakness to Poison
Scales in Duration
Stacks
Does PERMANENT damage that can be recovered with cure poison.
Way weaker than the other weakness poisons since it scales all other poisons. Including other weakness poisons!

Lingering Damage Magicka / Stamina
Replaced with new effects. None of these effects were useful in my opinion. Magicka and Stamina regeneration make lingering damage pointless. Making it strong enough to be noticed turns them into the normal damage version. Making them long enough to be meaningful would basically just reduce the regeneration and again, there already is a poison for that.

Ravage Magicka / Stamina
Replaced with new effects.
Reducing the enemies Magicka/Stamina pool is hardly noticeable and redundant to other poisons.

Fortify Smithing / Enchanting
This fixes the exploit of Fortify Alchemy enchantments and Fortify Enchanting potions.
The whole point of this mod is to make alchemy, potions and poisons useful by themselves. Using it to boost to get better permanent boost to weapons / armour and enchantments is directly opposed to what I want to do with this mod.


New Effects

Weakness to Weapons
Replaces Ravage Stamina
Stacks
Scales in magnitude
Does PERMANENT damage that can be recovered with cure poison.
Reduces the armour rating of the target. Every poison lasts 10 seconds. It is similar to the Marked for Death shout (without the fix form the unofficial patch) as it permanently reduces the armour rating. It will go into negative and scale your weapon damage. It is set fairly high because the scaling from negative values is not great.

Disrupt Magic
Replaces Lingering Damage Magicka
Reduces the modifier for all magic schools. It's the reverse the fortify potions but for all 5 schools in one go. That means enemy spells will do less damage, heal less etc. Only applies to new spells, so if they for example already cast Ironflesh on themselves the duration will not be reduced retroactively. This as well as Reduce Melee Damage is especially useful at higher difficulties where all enemies damage done has huge multipliers. Reducing the damage output is an effective way to ensure your survival.

Fortify Armor
Replaces Fortify Smithing
Gives you a strong flat armor rating buff. This is intentionally a somewhat short buff to make the Fortify Light/Heavy Armor buffs more relevant but give you the edge you need when you see the Bandit Chief swing his two handed weapon your way.

Fortify Unarmed
Replaces Fortify Enchanting
Effect was already in the game and I needed a replacement for Enchanting.

Calm
Replaces Ravage Magicka
This is an interesting one. Calm does not work as a weapon poison because you instantly break the effect because you are attacking the target. It does however work amazingly for reverse pickpocketing with the Poisoned Perk. The effect lasts for 300 seconds and scales into higher levels.

Reduce Melee Damage
Replaces Lingering Damage Stamina
It reduces the MeleeDamage actor value of the target. That means that melee weapon attacks will deal less damage. However, ranged attacks and unarmed damage is not effected. Hitting an opponent that already has low damage comes with the hilarious side effect of the AI realizing that their sword now does no damage and the better option for attacking is fists. And then when the poison wears off they go back to the sword. This as well as Disrupt Magic is especially useful at higher difficulties where all enemies damage done has huge multipliers. Reducing the damage output is an effective way to ensure your survival.


Ingredients

All ingredients now have a reasonable value which is directly tied to the value of their magical effects. In vanilla some ingredients like the White Cap literally have a value of 0 and most of them were very cheap compared to the potions you can turn them into. So you could always just buy all ingredients from a merchant, make a few potions of Damage Magicka Regen or Paralysis and sell a few to get all your money back.
Additionally all ingredients are grouped into tiers based on their rarity and how much effort it is to get them. Higher tier ingredients are more expensive but have more powerful effects.
That means that you can check the ingredient value to get a sense of how powerful the magic effect is going to be.


Tiers

Plants
Flowers, mushrooms, moss.
0.5x power | 0.5x cost
My reasoning / explanation: Plants can be grown and are all very easy to get. There is no danger involved in getting those ingredients but unfortunately they lack the power that comes from living beings.


Animal Parts (passive)
Loot from passive animals like deer, fish, etc.
1x power / 0.5x cost
My reasoning / explanation:
And all ingredients you can get without actually killing anything, like spider eggs because you get them from the container not the dead spider.
Coming from a living being their effect is on par with other ingredients but you don't actually need to get close to dangerous animals.

Animal Parts (aggressive)
Loot from aggressive animals like bears, mud crabs, etc.
1x power | 1x cost
My reasoning / explanation: Not everybody dares to collect those, so they are a little bit more expensive than other animal parts.

Monster Parts
I didn't know what else to call this group. It's drops from special/rarer/stronger enemies like Sprigans, Trolls, Wisps.
1.5x power | 1.5x cost
My reasoning / explanation: The ingredients require someone to kill a strong enemy. Alchemists pay good money for these ingredients and they have enhanced properties because they come form magical/mystical beings.

Attronach Parts
Drops from Fire / Frost / Storm Attronach.
2x power | 2x cost
My reasoning / explanation:
There is not too many of them in the game, if you don't count the summoned ones because they don't drop loot.
They are a species of Daedric creatures and most people would not be able to actually best one in a fight. Due to their daedric nature the effects they have on potions is considerably higher than mundane ingredients.

Special Parts
Contains the Daedra Heart, Human Heart, Human Flesh.
3x power | 3x cost
My reasoning / explanation:
There is only a limited amount of human parts in the game. Daedra Harts are already made to be this very special item and you only get them form select enemies. HOwever, I changed the effects on it because it didn't feel special with the vanilla effects. Daedra Heart now has Fortify Health, Disrupt Magic, Resist Magic, Fear
It is generally not accepted to use human parts for alchemical creations even though they are among the strongest ingredients and on par with the heart of a Daedra. The later one is a very sought after ingredient but killing a Daedric creature to obtain one is a difficult endeavour.


Planned Work (sorry no ETA)
Balancing! I am testing the mod in an assassin play-through with about 90 other mods installed. Spcifically Ordinator, Wildcat, Morrowloot and High Level Enemies. On Master difficulty. Expect changes as I discover things being not quite how I like it.

FOMOD installer. I took a quick look, I think I'll be able to set it up, but I wanted to get this mod out.
Done in Version 1.1.0 !

Poisons against undead (at least draugr). I've taken quite a bit of inspiration from CACO and I have looked at how it does Damage Undead. It is more work than I have time for right now but I like the idea. I'd like to have some sort of way to utilize poisons in borrows. In the first 20 levels of my test play-through the poison immunities of all the draugrs caused me to fall back to stealth archer for quite a bit.

New Tier: Dragon Ingredients. Just like Skyrim Alchemy Fixed but adjusted to my mod settings.

More potent poisons for when you are undetected. I like the notion of reverse pick pocketing poisons into someone's inventory. And I feel like there is room for improvement for poisoning someone without them noticing you.

Missing potion/poisons.

Thing I don't plan to add/change
Keeping the old effects that I replaced and adding the new effects alongside of it. I replaced the effects because are pointless and this mod is going to be reflecting how I like to play. Feel free to take my mod and do the work though.

Perk changes. There is great mods that overhaul perks and I don't think I'll have anything to add to that at the moment.

Extra Alchemy game play. Sorry, I'll have to refer you to other alchemy mods. There is a lot of high quality stuff I just can not do by myself. So I'll stick to the simple things.

More "normal" ingredients. Similar story, other alchemy mods will do that for you. I think that vanilla already has quite a large amount of ingredients.


Compatibility

Ordinator compatible! However it comes with it's own improvements to alchemy and the usefulness of potions/poisons. Keep in mind that things might get really strong.

Harvest Overhaul Redone compatible! But I don't really recommend to use it. It gives you SO many resources. I disabled it in my test play through because I had too many ingredients. Selling the flowers and bonemeal alone would have made me rich.

Awakend Magicka or any other spell scaling mod is compatible with the provided patch. My mod makes all potions for the magic schools very stong. This will most likely cause issues with spell scaling mods because you will end up with ridiculous values.

Potion Toxicity SSE compatible. I recommend to reduce the potion value divider setting (I have it on 450 instead of 1000) because my mod makes potions cheaper and it's designed to be multiples of 150.

Any other alchemy mod is incompatible! They of course modify the same things and nothing added by them is balanced against my changes.
  翻译: