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This would mean that the bonus to enchanting potions and such is gone, correct?
Thanks.
Here's hopin it makes a comback! The ingredent price changes were wonderful; gathering ingredients was actually profitable and I liked that. This was a very great mod when it was working properly!
And I've done the math on potion cost and the reduction is most of the time greater 85% of the normal price.
@Janitor: Unfortunately, the limitations of scripting would make this relatively impossible for crafted poisons, although it might be doable with standard poisons.
@asfghm: There should not be any conflicts with that mod, as I do not alter any of the same things that he does.
Fantastic mod!
On that note, if you uploaded a sort of spoilery cheatsheet listing all the ingredients' effects for those of us that cringe at the idea of potentially 'wasting' valuable/rare ingredients by throwing them together willy-nilly, I know (in my opinion, at least) it would make a great mod pretty much perfect! ;)
Potions you mix with beneficial effects have an additional 25% greater magnitude.
v v v v v v v v v v v v
Potency (1)
Skill: 50
Potions you mix that regenerate or fortify Health, Magicka or Stamina are 25% more powerful.
(Replaces Benefactor in vanilla, which also had one rank of 25%. Only difference is that Potency also affects regeneration and fortify potions, while Benefactor did not)
Love the mod, it actually makes the alchemy tree sensible and worth investing in now. One small suggestion though, when I first read the Potency perk in game I thought you had done away with the 25% buff to other effects and simply added another 25% buff to health, etc. Perhaps the orginal description from Benefactor would suit the perk better than the description from the Physician perk.
Keep up the good work!
I actually have the dragon-souls-for-perks mod, and it states clearly to spend your actual leveling perks on custom trees (such as this one), and use your dragon souls to get vanilla perks. It's worked for me!
Also, you would have to delete his .bsa file to make his mod reference my altered version of his script. Doing so would result in an issue where the launcher would automatically redownload his .bsa every time you played, forcing you do manually delete it in between starting the launcher and clicking play.
The only way around this would be to unsubscribe to his mod, which would prevent you from getting updates, and would take a subscriber away from him, which is not nice of me as well. I appreciate your interest in my mod, but I simply cannot do this. Our two mods will not conflict as far as crashing goes, but you will not be able to spend dragon souls on my perks.
I feel like the Paralyze effect poisons is a bit too accessible right now. One can mass these poisons in numbers and completely trivialize the game before it even starts. :/ If ever possible, I'd replace the paralyzing effect with something else.
Also, the poison and disease resistances are somewhat dull, especially as there are plenty of accessible cure poison/disease potions out there. I'd replace these with others. And they also overlap with racial bonuses (argonian, vampire).
I love the change to health and stamina potions it produces a slightly more challenging gameplay experience.
I'd also swap the Horticulturist and Alchemist perks around.
@Gahnzz: That is an interesting idea that I played around with but couldn't quite figure out how to make work. It's on my wish list though.
"Makes the target weaker to Weakness to Poison poisons."