Alchemy becomes useful
A number of changes to ingredient values alter the way you use alchemy.
Screenshots 5 screenshots
About this mod Machine translation
A number of changes to ingredient values alter the way you use alchemy.
Change log:
V1: Initial version
V1.1: Balance Pass
V1.2: The patch to fix health potions is incredibly powerful. Occasionally set skills to increase amplitude and duration. oops. Fixed now.
V1.3: Responsible for the supervision of leveling speed. The actor's skill usage multiplier has been almost tripled to account for the potion's lower gold value, as the game calculates xp based on gold value.
You know those gourmet restaurants that always claim to use the best ingredients, but you know nothing about it because in Skyrim, every ingredient is the same. Well, not anymore. Ingredients are now divided into levels of rarity. Other discreet changes also affect the healing and synergistic effects of the ingredients.
Notice! : The prices in the pictures do not represent the prices seen in the game. I did a balance pass after the original release and all prices were normalized. Alchemy will no longer destroy your economy. You'll find more utility with a well-crafted potion than if you sell them now. No more 4k price paralysis potion. The price of level 100 without enhanced alchemy equipment is hovering: T1 mixture 300, T2 mixture 600, T3 mixture 1000. Add a second or third effect to get even more bang for your buck. It's not impossible to make money, you just want better ingredients for faster leveling and money gain, and that's how it should be. This mod gives you motivation to find ingredients. Crimson Nelson Poison is 4 times more potent than T1 Poison. Keep price and skill level in mind. Don't forget, you need to sort out which effects bring the most skill and money. I have made them equal.
T1 Ingredients: Basically everything you can grow, plus bone meal and salt.
-Performance decreased in some areas and increased in others. The basic way your factory arsenal works is poisons and potions that are effective but not overused.
T2 Ingredients: Most animal trophies.
-Very powerful and can see you in the game. By using one or more of these ingredients, powerful poisons and healing mixtures can be created.
T3 Ingredients: Daedra Heart, Salt and Human Flesh/Heart. Mammoth Ivory Pink also lives in this group along with Crimson Nirnroot.
Restorative potions now regenerate over time. By default, Stamina and Magicka are stronger than Healing, but last the same amount of time (10 seconds). These potions are relatively powerful and have life-giving properties. Junk medicine is the bane of this game's existence.
Now, poison doesn't kill someone instantly. Lingering Damage halves the damage of the T1 component but lasts three to six times longer. Damage to health is now a more potent form of damage that previously persisted. Damage health takes 5 seconds to fully take effect. Seeing the poison take effect immediately left me in a state of agony. Immediacy is not fun, and reality is not fun. 5 seconds is the most effective method for me. Fast enough to be effective, but more than silly.
Fortified potions last longer, and potion prices have been balanced across the board. The price of the potion will depend on your alchemy skills and the level of the ingredients used, rather than the effect itself.
The berserk health has been removed from the game and replaced with the most popular perk, so beware.
Death Bell + Nightshade now provides damage health and damage over time health. Death Bell also has paralysis. I changed this because they are the iconic poisonous plants in the game, so I wanted Deathbell to replace the pee, and eggplant shadow to replace the mora tapinella. Hope you agree. However, you need feces, canine root, or any other paralyzing ingredient to get the paralyzing effect.
All farmable ingredients (excluding food) now yield 4 ingredients per harvest. There's no need for fancy math or anything like that to optimize yield. Each plant is equal to each other, making garden and greenhouse planning easier.
PS: There is a lot of content in the base game, …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.