The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Sansidar Feb 11, 2019 @ 8:23am
Unofficial patch fixed the Alchemy loop exploit how?
Hey,

Recently I heard that the Skyrim unofficial patch fixed the alchemy/smithing/enchanting loop exploit that you can do in the vanilla game. Does anyone know how they fixed it? What did they do to "fix" it? Cap it in some way?

Hard to find anything about this on Google.
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Showing 1-15 of 20 comments
They fixed by limiting how much alchemy and enchanting can affect each other.

And before anyone starts complaining, they fixed it because the exploit broke mechanics in other parts, resulting in crashes. It was the only way to stop people constantly breaking their games, because it was either fix one exploit or have a patch so huge you couldn't have any other mod (because of coding to fix thousands of times the exploit crashed the game).

Next time someone complains about the patch, throw that fact at them....... not that they will listen.
Sansidar Feb 11, 2019 @ 8:31am 
Originally posted by alexander_dougherty:
They fixed by limiting how much alchemy and enchanting can affect each other.

And before anyone starts complaining, they fixed it because the exploit broke mechanics in other parts, resulting in crashes. It was the only way to stop people constantly breaking their games, because it was either fix one exploit or have a patch so huge you couldn't have any other mod (because of coding to fix thousands of times the exploit crashed the game).

Next time someone complains about the patch, throw that fact at them....... not that they will listen.
So I assume you can only do 1 round now? You can no longer loop aroud as much as you want?

I'm glad they fixed it, no matter the reason. It was stupid and broke the balance of the entire game. LIke, why use slow two-handers when you can make a dagger that does 9k damage, you know.
Last edited by Sansidar; Feb 11, 2019 @ 8:32am
Originally posted by Sansidar:
Originally posted by alexander_dougherty:
They fixed by limiting how much alchemy and enchanting can affect each other.

And before anyone starts complaining, they fixed it because the exploit broke mechanics in other parts, resulting in crashes. It was the only way to stop people constantly breaking their games, because it was either fix one exploit or have a patch so huge you couldn't have any other mod (because of coding to fix thousands of times the exploit crashed the game).

Next time someone complains about the patch, throw that fact at them....... not that they will listen.
So I assume you can only do 1 round now? You can no longer loop aroud as much as you want?

I'm glad they fixed it, no matter the reason. It was stupid and broke the balance of the entire game. LIke, why use slow two-handers when you can make a dagger that does 9k damage, you know.
You can do it as much as you like, it just caps at a maximum. So alchemy potions only get so strong, and enchantments also don't go past a set limit. Well not unless you mod the game, and let alchemy and enchants go back to insane limits.
Sansidar Feb 11, 2019 @ 8:37am 
Originally posted by alexander_dougherty:
Originally posted by Sansidar:
So I assume you can only do 1 round now? You can no longer loop aroud as much as you want?

I'm glad they fixed it, no matter the reason. It was stupid and broke the balance of the entire game. LIke, why use slow two-handers when you can make a dagger that does 9k damage, you know.
You can do it as much as you like, it just caps at a maximum. So alchemy potions only get so strong, and enchantments also don't go past a set limit. Well not unless you mod the game, and let alchemy and enchants go back to insane limits.
You don't happen to know what these limits are, do you?
Jouchebag Feb 11, 2019 @ 8:39am 
It was also kind of pointless with console access. If you're going to cheat, cheat like the developers.

People like glitches, bugs and exploits because it makes them feel legitimized in their choice to cheat, and even challenge the idea that exploits are a cheat. It's been a hilariously long debate on these forums before

Originally posted by Sansidar:
You don't happen to know what these limits are, do you?

Check the wiki?
Last edited by Jouchebag; Feb 11, 2019 @ 8:40am
Originally posted by Sansidar:
Originally posted by alexander_dougherty:
You can do it as much as you like, it just caps at a maximum. So alchemy potions only get so strong, and enchantments also don't go past a set limit. Well not unless you mod the game, and let alchemy and enchants go back to insane limits.
You don't happen to know what these limits are, do you?
No! sorry. I never used the exploit myself, mainly because the game is easy enough without it.
Mephitic Feb 11, 2019 @ 8:44am 
The Unofficial Patch only removes the Restoration exploit. The crafting loop still works as it always has -- you can repeat the process as many times as you wish but (again, as always) it caps at around the third or fourth loop.

Personally, I don't consider the vanilla crafting loop an exploit. It will make weapons way OP and armor that is ludicrously (and uselessly) over the cap.
Sansidar Feb 11, 2019 @ 8:46am 
Originally posted by Jouchebag:
It was also kind of pointless with console access. If you're going to cheat, cheat like the developers.

People like glitches, bugs and exploits because it makes them feel legitimized in their choice to cheat, and even challenge the idea that exploits are a cheat. It's been a hilariously long debate on these forums before

Originally posted by Sansidar:
You don't happen to know what these limits are, do you?

Check the wiki?

The wiki doesn't say anything about the values that the Unofficial patch sets it to.
Mephitic Feb 11, 2019 @ 10:33am 
From memory -- may not be 100% accurate, but close:

The vanilla loop using one extra armor slot for crafting gear (left hand ring) results in a max 42% boost to enchanting potions and a 112% boost to smithing potions.

If you use the Sallow Regent black book method you can get 47% boost to enchanting and 124% boost to smithing.

The armor cap[en.uesp.net] has not changed, the real OP effects are with damage on improved weapons, fortified weapon enchantments, and extended time on some potion effects like invisibility.
Jouchebag Feb 11, 2019 @ 11:58am 
Originally posted by Sansidar:
Originally posted by Jouchebag:
It was also kind of pointless with console access. If you're going to cheat, cheat like the developers.

People like glitches, bugs and exploits because it makes them feel legitimized in their choice to cheat, and even challenge the idea that exploits are a cheat. It's been a hilariously long debate on these forums before



Check the wiki?

The wiki doesn't say anything about the values that the Unofficial patch sets it to.

The patch only ensures the original intended values and caps are not surpassed. The information is accurate.
i never installed the unofficial patch but the loop no longer works for me i get the 2 items im working on to 24% and the next potion just takes them down to 23%
Longhaul Oct 6, 2021 @ 8:00am 
Originally posted by tGA* MarijuanaMan:
i never installed the unofficial patch but the loop no longer works for me i get the 2 items im working on to 24% and the next potion just takes them down to 23%
Necroooooooooooooo
SpeedFreak1972 Oct 6, 2021 @ 8:05am 
....mancerrrrrrrrrrrrr sorry couldn't resist.
Last edited by SpeedFreak1972; Oct 6, 2021 @ 8:05am
Nite69 Oct 6, 2021 @ 6:36pm 
that exploit isn't even needed, its easy enough in vanilla even on legendary, I am at 2475 armor rating with daedric armor (no shield) and my one handed sword does near 600 damage, my bow does about 650 damage
SpeedFreak1972 Oct 6, 2021 @ 10:05pm 
even then an armor rating of that high doesn't make really sense due to the armor cap
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Date Posted: Feb 11, 2019 @ 8:23am
Posts: 20