Powerful Potions and Poisons - Alchemy Overhaul
Overhauling all alchemical effects would be more useful. Made potions and poisons cheaper. Removed Stronghold Smithing and Stronghold Enchantments. Perk trees are not changed.
Screenshots 7 screenshots
About this mod Machine translation
Overhauling all alchemical effects would be more useful. Made potions and poisons cheaper. Removed Stronghold Smithing and Stronghold Enchantments. Perk trees are not changed.
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Duration s
stack
Whether permanent damage can be restored with healing poison.
Much weaker than other Weakness Poisons as it scales all other poisons. Includes other Weakness Poisons!
Damage over time Magicka/Stamina
Change to new effect. I don't think any of these effects are useful. Magicka and stamina regeneration make lingering damage pointless. Make it strong enough to draw attention, transforming them into their normal, damaged versions. Making them long enough to make sense basically just reduces regeneration and, again, is already toxic.
Raging magic/stamina
Change to new effect.
The Magicka/Stamina pool that reduces enemies is barely noticeable and is superfluous to other poisons.
Strengthen Smith/Enchant
This fixes the use of Fortify Alchemy enchantments and Fortify enchanting potions.
The whole purpose of this mod is to make alchemy, potions and poisons useful on their own. Using it to enhance permanent boosts to weapons/armor and enchantments vs. I want to use this mod directly against.
new effects
Weapon Weaknesses
Replaces Cruel Stamina
stack
scale scale
Whether permanent damage can be restored with healing poison.
Reduces the target's armor level. Each poison lasts 10 seconds. It's similar to Marked for Death Shout (no fix for unofficial patches) in that it permanently reduces armor class. It will become negative and scale your weapon damage. It's set quite high because the scaling from negative values is not that great.
destroy magic
Replaces swing damage Magicka
Lowered modifiers for all magic schools. On the contrary, the strengthening potion is used for all 5 schools in one go. This means enemy spells will deal less damage, heal less, etc. Only applies to new spells, so if, for example, they have already cast Iron Flesh on themselves, the duration will not be retroactively reduced. This method, along with "Reduced Melee Damage", is particularly useful on higher difficulties where all enemies deal massive damage multipliers. Reducing your damage output is an effective way to ensure your survival.
Reinforced armor
Replaces Fortify Smithing
Gives you a strong flat armor level buff. This is intentionally a short buff to make the Fortify Light/Heavy Armor buff more relevant, but gives you the edge you need when you see the Bandit Chief wielding his two-handed weapon the way he does.
Strengthening with bare hands
Replaces the stronghold enchantment
The effect is already in the game and I need to replace the enchantment.
calm
Replaces rage magic
This is an interesting one. Calm does not act as weapon poison, as you immediately destroy the effect when you attack the target. However, as with the Poison perk, it does work wonders at reverse pickpocketing. The effect lasts for 300 seconds and scales to higher levels.
Reduce melee damage
Replaces lasting damage endurance
It reduces the target's MeleeDamage actor value. This means melee weapon attacks will deal less damage. However, ranged attacks and unarmed damage do not occur. Hitting an opponent who already has low damage comes with the hilarious side effect of the AI realizing that their sword now does no damage and that a better option for attacking is with their fists. Then, when the poison wears off, they return to the sword. This skill, along with Disrupt Magic, is especially useful on higher difficulties where all enemies deal huge damage multipliers. Reducing your damage output is an effective way to ensure your survival.
Ingredients
All ingredients now have a reasonable value that is directly tied to the value of their miraculous effects. In vanilla, some ingredients (like White Cap) actually have a value of 0, and most of them are very cheap compared to the potions you can make them into. So you can always buy all the ingredients from the merchant, make a few bottles …
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.