The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Alchemy & Potions Overhaul
46 Comments
Valens831 Mar 24, 2013 @ 2:31pm 
Just so that I understand correctly, did you remove "Potions that have a beneficial effects are 25% more powerful"?
This would mean that the bonus to enchanting potions and such is gone, correct?
Thanks.
Nano-Ocelot Jan 20, 2013 @ 11:40pm 
I have a really old version from the nexus that doesn't include the potion changes. My version still works perfectly fine (I have both DLCs also and have been using the mod for almost a year now). Is this version compatible with Better Sorting because I can't live without that mod. Also is this version working correctly or is everyone right that it doesn't work anymore?
Suedocode Jan 12, 2013 @ 10:50pm 
This might either be a taboo or bad question, but I seriously can't find the nightvision attribute on any ingrediant. Would a hint be cheating? x.x
FemboyEnergy Dec 30, 2012 @ 5:24am 
A Suggestion: you should consider moving Description part in the top - noone loves additional searching quests to figure out what does the mod do.
Shade Dec 21, 2012 @ 8:46pm 
I love this mod so much, especially considering I made a bosmer alchemy/destruction shaman like character with the disease mod and poison spells/perks. 100% immunity to poison aoe's and diseases, make disease poisons/etc xD
K9999 Dec 21, 2012 @ 6:17pm 
I love the perk tree but really do not like the ingredient effect changes - Is there an easy way to get the one without the other?
Kattata Oct 22, 2012 @ 12:36am 
Mouthrot: Did it really return to the vanilla tree? All I noticed was the UNUSED, I thought the descriptions/arrangement of the tree still looked like the mod. I was thinking of resubscribing and just using the descriptions, since this really was faaaaar preferable to the vanilla skill tree.
5 Dads Oct 18, 2012 @ 9:22am 
I had to unsubscribe from this mod too because, as people below me said, eventually the perk tree went wacky and returned to the vanilla versions (only saying UNUSED instead of the perk name); everything else about this mod worked dandy, but the whole reason I liked this mod way because it changed the awful vanilla perk tree. Not sure what caused this as I have no other mods that affect perk trees.

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!
Bearded Bovel Sep 16, 2012 @ 1:20pm 
Is this mod supposed to change the cost of reagents?
And I've done the math on potion cost and the reduction is most of the time greater 85% of the normal price.
Kattata Sep 11, 2012 @ 1:20am 
I am very sad that this mod seems to be dead, as I loved it very much. I don't know if it's just Dawnguard or what, but all the perks in this particular tree (no others, and I have your Lockpicking Overhaul too) are named "UNUSED". The descriptions are the same... haven't tested the effects.
Lazlo Jul 27, 2012 @ 8:04am 
The only thing this lacks is compatibility with the Spend Dragon Souls for Perks mod!
Dubnoman Jul 8, 2012 @ 2:04am 
JSands, I have a mod idea that I'd like you to see. I put a thread for it in the discussions section. It only involves one type of thing and you have experience in it (changing prices of potions), so I think it may not be a hard mod for you to create. Look for the topic in the discussions section under my username and the topic title of "Mod Idea: Way to balance the game for Thief characters". In a nutshell, the idea is that Thief characters get a lot of perks in alchemy, player-made potions and poisons make a lot of money, and thus, this would make thievery pointless, so I'm looking for a mod that will reduce the sell value of player-made potions and poisons drastically. Please check out the topic for the mod.
JSands  [author] Mar 19, 2012 @ 10:26am 
@Lesbian: I will try to duplicate this bug, but I have not yet run into it myself. The rearranging of ingredient effects was actually one of the most requested features I have received.

@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.
JackdawZero Mar 14, 2012 @ 9:35pm 
Hey, thanks for a sweet mod. I've run into one weird thing thus far though: even with only Horticulturist 1(and 20 Alchemy) eating ingredients reveals all effects. I use Leveling Perks (Original) as well, but earlier in the load order, in case that's known to cause conflicts. I also wonder a bit why you've switched around so many effects. I get that you'll want to fit the new effects in there somewhere, but as someone who's always made alchemist-type characters it's kinda jarring not recognizing ingredients immediatly by their effects any longer. Oh well, you porbably had a very good reason to change so much, and I'm still very fond of this mod!
The Internet Janitor Mar 12, 2012 @ 5:25am 
Would it be possible to include a script that gave you the option when poisoning a weapon to automatically reapply the same poison to your weapon if you have more? The poison side of alchemy is a major pain to use as it requires constant opening of the inventory during combat. Or perhaps a way to combine multiple identical poisons into one long lasting poison?

Fantastic mod!
Kattata Mar 8, 2012 @ 8:45pm 
However, what I'm actually commenting for is to ask if it might conflict at all with this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=10517 and relatedly, to take my proverbial hat off to you for going above and beyond the call of modder duty--you check compatibilities between mods for your users, and your perk overhauls are, to me, necessary to any game of Skyrim! I look forward to any more perk overhauls from you in the future--I would even make a new character to enjoy them, if I had to! ;]
Kattata Mar 8, 2012 @ 8:45pm 
I LOVE your perk overhaul mods so, so much, but I have to say this one's my favorite--there's just something so appealing about alchemy to me, and I gladly and happily spend hours and hours and hours mixing potions and poisons and cross-referencing effects.

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! ;)
Cowona Viwus uwu Mar 3, 2012 @ 5:51pm 
Enchanted items work. Sorry for that. I was using SkyUI, used shift+m1 to equip, then the item does not give its effect.
Cowona Viwus uwu Mar 3, 2012 @ 3:05pm 
I tried this new alchemy perk mod of yours and it's really buggy. I think there are too many conflicts with other alchemy related mods. This mod doesn't work with Deadly Dragons' Alchemy loots, I think, or the problem arises from another conflict. Your previous alchemy mod works better, in my opinion, since it only taps the alchemy perk tree.I still have your previous alchemy mod. I'll stick to the older one. BTW, I did what you told us to do, deleting perks, saving game and stuff. I also turned off the older perk tree. Bug details: potency of pots and poisons ignored enchanted item effect (alchemy +%), the constellation wasn't restructured, some perk names (physician, benefactor) were renamed as UNUSED. This is within the presence of other alchemy perks. I'll try reordering the mod loading and see what happens.
JSands  [author] Feb 29, 2012 @ 9:43am 
@Khazdan: If the perks are showing up as Unused, then you have the old (vanilla) perks being displayed. One of your other mods is probably referencing them, causing Skyrim to ignore my changes. I would suggest having this mod towards the end of the list, rather than first. If it is listed first, any mod which alters the same perks will take precedence.
Khazton Feb 29, 2012 @ 2:03am 
Ran into a small bug just now: Changed some mod load orders and set the Alchemy & Potions Overhaul as first on the list. Now the alchemy perks are all named "Unused". The perks themselves seem to work just fine though.
Rainath Feb 28, 2012 @ 8:20pm 
I would like to see a poison that causes a periodic stun or stagger effect for a short duration. This would allow you to gain or close distance from your target, while interrupting their power attacks or spells for a time. The total duration and stun effect duration and frequency would need to be tested to make sure it is not overpowered. It should probably not affect anything without a nervous system/muscles, like skeletons, or large/tough enemies.
RolandX [WP] Feb 28, 2012 @ 6:48pm 
Benefactor (1)
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!
Kattata Feb 26, 2012 @ 12:33am 
This is an awesome, awesome mod! I far prefer your Alchemy tree to the vanilla tree, even considering the higher ingredient prices. And honestly, it's so easy to make money in Skyrim, it's really balancing things out. :]

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!
Versive Feb 25, 2012 @ 1:44pm 
@JSands, thank you - your efforts are appreciated. I'll check out the new ingredient costs.
JSands  [author] Feb 25, 2012 @ 1:21pm 
@Duplex: If you need to find codes for a perk, open your console and type help PERKNAME. The codes will be listed in order of rank, from rank 1 at the top to rank 5 at the bottom.
JSands  [author] Feb 25, 2012 @ 1:18pm 
@Corporal Nik: Unfortunately, I would have to take his script and modify it, then include it in my pack...Which wouldn't be very nice of 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.
JSands  [author] Feb 25, 2012 @ 1:18pm 
@Versive: If you're referring to Elys' Skyrim Community Uncapper, then there shouldn't be a conflict, as his mod does not directly modify the perk trees. All crafted potions should continue to scale up to any skill level, but please note that there are no perks for alchemy above 100. Using his option to increase the amount of perk points per level should also be fine.
Versive Feb 25, 2012 @ 6:19am 
Also, will this mod conflict with uncapped skills (i.e. Alchemy skill able to go up to 300)?
Versive Feb 25, 2012 @ 5:41am 
I really like the thought that you put into this mod. However, I noticed the before & after ingredient costs were very different in the plants right outside of the starter dungeon. As examples, Blue Mountain Flowers and Thistle Branch are only worth a few coin vanilla and 20-30 w/ mod. Is that intended?
Misc Rank Nik Feb 24, 2012 @ 10:07pm 
Could you make this compatible with the Spend Dragon Souls mod? That'd be awesome!
Catwheel Feb 24, 2012 @ 7:53pm 
[Suggestion] can you make potions that raise your enchanting or blacksmithing work on a number of uses instead of a time? currently it is somewhat broken in that you can either A: go really quick and spam its use or B: stop to think about what you want to make and lose the enchant. or make the duration around 5 mins so you can use the enchantment's boon in one sitting.
haerual Feb 24, 2012 @ 2:19am 
This is a great mod! Thanks!

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.
Opptimo Feb 23, 2012 @ 3:50pm 
What is the id code for Horticulturalist? and the other perks that are not named the same in the vanilla version.
JSands  [author] Feb 22, 2012 @ 7:38am 
@rkng: There is an advisory and instructions about using this mod with a saved game up above. You will need to type help perkname in the console to get the code for each perk you want to add, since the code will vary depending on how many other mods you have loaded.

@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.
💜 Jonni Feb 21, 2012 @ 6:59pm 
Poison of Weakness to Weakness to Posions.
"Makes the target weaker to Weakness to Poison poisons."
TeHRyan Feb 21, 2012 @ 5:25pm 
I installed this Mod and lost all my perk selections in my Alchemist tree, what are the codes to restore them.
Gahnzz Feb 21, 2012 @ 1:02pm 
How about the ability to reverse engineer potions? You find one and take a sip - and it reveals a single ingredient... something along those lines.
JSands  [author] Feb 20, 2012 @ 5:23pm 
@$5Bill: After looking into it, Dragonflies and Torchbugs actually add the whole bug into your inventory. Along the same lines, butterflies only have two wings, and they drop two wings when you catch them. With these points in mind, I can't really see increasing the amount of ingredients they drop, but perhaps I can increase the group size so that there are more of them to catch.
JSands  [author] Feb 20, 2012 @ 3:28pm 
@Hitandrun127: Default models changed for crafted potions. Unfortunately I can't set multiple models to scale with potion strength.
Clock Destroyer Feb 20, 2012 @ 5:46am 
I hope you plan on changing the way the bottles look depending on how strong and what type of potion it is, I always found it annoying how every bottle for a custom potion looks the same. :)
Perseus Feb 19, 2012 @ 8:03pm 
on the "no potions in rapid succesion" thing, is it possible to have a cooldown or debuff if you take too many at once?
RockLobster44 Feb 18, 2012 @ 11:12pm 
Great Mod!
LemonyGoodness Feb 18, 2012 @ 1:56pm 
I love this mod! But can you also allow Horticulturist to work on butterflies, dragonflies, and torchbugs?
JSands  [author] Feb 15, 2012 @ 10:40am 
@Señor Meow: Default values added for comparison. I agree with the chugging potions irritation, which I tried to address slightly by adding the over-time factor to health/stamina/magicka potions. I considered a more drastic approach, but I'm not sure how many people would agree with us, and my skillset does not yet include animations. Thank you for the feedback.
Captain Butts Feb 15, 2012 @ 9:58am 
This looks pretty cool. Perhaps you could also list the default alch perks so we know what's been changed. I know this is probably goes outside your modding comfort zone but it would be cool if drinking potions used an uninterruptable drinking animation (I think it would have to be in 3rd person). I think it's stupid that you can chug 10 potions instantly in the middle of a fight.