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Alchemy Refinements
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Apr 16, 2013 @ 1:45pm
May 6, 2013 @ 11:55am
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In 1 collection by David Sid
Fixing Potions in Skyrim
4 items
Description
This mod fixes a lot of annoying inconsistencies in the Alchemy system. It allows you to craft Restore All potions, improves underpowered Alchemy perks, makes ingredient effects more consistent, and patches a few bugs. The improvements are as follows:

- You can craft Restore Health (All), Restore Magicka (All), and Restore Stamina (All) potions from six hard-to-find ingredients. All six have Ravage Health as their first effect, so the potions will have that side effect if you lack the Purity perk. (The replaced ingredient effects were chosen so that they don't invalidate any recipes in the original game or in my "Improved Potion Recipes" mod.)

- In order to keep the Restore All potions' side effects from worsening with your Alchemy skill, Ravage effects are always 25 points for 30 seconds. Also, Ravage Magicka and Ravage Stamina now work like Ravage Health, temporarily reducing the maximum attribute rather than repeatedly damaging the current attribute.

- Experimenter and Physician have swapped places in the perk tree. Experimenter has one rank that teaches all effects of an eaten ingredient, while Physician has three ranks that strengthen your Restore potions by 50% per rank. Also, Poisoner grants a 50% increase to poison strength instead of a 25% increase.

- Potion effects don't get stronger or weaker based on which ingredients you use, with Jarrin Root's Damage Health being the sole exception.

- For crafted items: Cure Disease potions always have the same value, Damage Health poisons no longer have abysmally low values, Fortify Smithing potions are no longer unusually powerful (i.e. compared to generic Smithing potions), Lingering Damage Health poisons spread their damage out over 20 seconds instead of 10, and Slow poisons are replaced by Stagger poisons.

IMPORTANT: If you use "I'm a Hero, Not a Businessman", put it below this in the load order.

This mod was designed to complement "Improved Potion Animation" (http://steamcommunity.com/sharedfiles/filedetails/?id=138658318). That mod plays an animation when you drink a potion, limiting the usefulness of potion spamming--but a side effect is that it makes Alchemy somewhat less useful compared to Restoration. This mod addresses that imbalance.

This mod can also be found on Skyrim Nexus at http://skyrim.nexusmods.com/mods/35649.

If you find any bugs or issues, please note them in the comments so I can promptly address them.
12 Comments
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Wizard Dec 7, 2013 @ 9:43pm 
good mod, seems to work. i don't know what smithing potions were like before this mod, nor have a looked at one in your mod yet but hopefully you didn't nerf them too much becuase i don't always level enchanting and the boost is needed to improve magical items.
David Sid  [author] Dec 2, 2013 @ 7:25am 
Poisoner increases the damage and other magnitudes of your poison effects by 50% (instead of the vanilla 25%). Aside from that, Stagger poisons are far more useful than the Slow poisons they replace.
Wizard Dec 2, 2013 @ 3:35am 
does the poisen increase perk make the poisens do more or do they make them harder to resist?

honsetly i just went legendary on my alchemy tree and left it because i felt like it was a HUGE waste of time, to me the poisens seem underpowered for Master difficulty and i felt like besides the gold i wasted a lot of time.

havent installed this mod yet, thinking about if it'll make poisens worth anything for a pure non-magical thief/archer
David Sid  [author] Apr 22, 2013 @ 5:28pm 
While developing the last update, I figured out what determines whether a mixture with both positive and negative effects is a potion or a poison. I've uploaded an image illustrating the rule at http://steamcommunity.com/sharedfiles/filedetails/?id=140738227 .
David Sid  [author] Apr 22, 2013 @ 9:05am 
Update online: The Slow alchemy effect has been replaced by Stagger. Full details are in the change notes.
David Sid  [author] Apr 20, 2013 @ 7:51pm 
Update: The highlight here is that Experimenter and Physician have swapped places, so that Experimenter has one rank and is available very early, while Physician has three ranks and scales up to high levels. See the change notes for full details.
simpanb Apr 17, 2013 @ 1:03pm 
Good idea though.
David Sid  [author] Apr 17, 2013 @ 12:43pm 
I'll keep it in mind as a possible future mod, but I can't think of a way to do it easily. The trouble is just that all crafted potions have that appearance.
ultimatron14 Apr 17, 2013 @ 12:38pm 
Could you please make a mod that makes the potion colors match their effects? It doesn't seem right when you have a restore magicka potion look like a restore health.
simpanb Apr 17, 2013 @ 12:11pm 
Ahh! That's great, nicely done.