The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Song of the Alchemist
196 Comments
Atlas Gramr Jan 23, 2021 @ 12:08am 
I found the issue finally. There is an incompatibility with freelance perks by Krokodyl.
Atlas Gramr Mar 1, 2020 @ 2:31am 
The situation is made even more strange by the perk tree being in the sota branching style with the vanilla perks and ingredient weights being 0. (most of them anyway)
Atlas Gramr Mar 1, 2020 @ 2:21am 
I'm having a strange issue where none of the new skills are actually showing up. I have to use 3 points to get all ingredient effects and the infuser is gone as well as snakeblood only giving 50%.
Andronicus May 1, 2019 @ 8:36am 
crafted potions are great, but my 'green thumb' has gone
magegang  [author] Dec 6, 2016 @ 11:27pm 
Yeah. That's probbably right. Been a while, but seems legit.
A Guy Named Guy Dec 5, 2016 @ 1:40pm 
If you have rank III in Alchemist, Physician, and Benefactor are you supposed to be able to make potions that restore over 300 health or no? Because this seems unusually overpowered and the only other Alchemy mod I have on is one that makes leveling up the skill faster.
Hierophant Oct 4, 2016 @ 11:14am 
Has anyone had issues with the Infuser showing up in the forge menu? This is the first time this has happened to me. I of course have the infuser perk as well as the ingot needed.
magegang  [author] Feb 6, 2016 @ 9:58pm 
Unsub to both, load, save and then resub. Hopefully that will fix it
dth Feb 5, 2016 @ 5:37pm 
Greylight I had your previous versions and subscribed to this one. Unfortunately I can't add a perk the tree is frozen. any hints?
Good Christian Crusader Jan 24, 2016 @ 9:56am 
There is a mod called disenchantment font or something. It adds a sink in dragon's reach that removes all added effects, including enchantments and smithing upgrades. I bet it will remove posions too.
magegang  [author] Sep 28, 2015 @ 6:34am 
It doesnt cover the DLC ingredients, but the addons from DeRerum Direnis are compatible with this. They just change the wieghts and inreases the power of the fear/fury effects. If this isnt an issue for you then you wont need them :)
Carl!!!! Sep 24, 2015 @ 4:56pm 
Does this cover the DLCs yet? or do you need the add-ons from your previous alchemy overhaul?
magegang  [author] Sep 16, 2015 @ 8:30pm 
Gee... thanks!!
Silverwarg Sep 16, 2015 @ 8:27am 
Alright, thanks for the tip, I'll make sure to be quick and painless if your name comes up in the Black Sacrament. ;)
magegang  [author] Sep 16, 2015 @ 8:01am 
Yes that is possible, pretty easy actually :)

All you would have to do is alter one flag on the Invisibilty Alchemy effect file in the CK.

You can get the Creation Kit free on steam so you should try it out :)
Silverwarg Sep 16, 2015 @ 3:15am 
Hey mate, just a quick question, would it be possible to create a mod for determining if something ends up being a poision or potion? I'm trying to make a poison that turn the target invisible (damage health, weakness to poison and invisibility), but it always revert into a potion when the Invisibility is added, so I can't kill the now invisible person and escape before anyone notice. Cheers in advance. (Really like some of your mods, thanks for making Skyrim a great place. :) )
xaositeck Jul 6, 2015 @ 8:04am 
About the removal of an infused poison, there is a mod called the 'disenchantment font' ( http://www.nexusmods.com/skyrim/mods/31967/? ) on the nexus. I tested it with your mod. It removes all enchantments, poison and tempering at once, although I imagine this may not exactly be what you are looking for. Instead of removing an infused poison, would it be possible to simply replace it by applying another one over it?
Shattered Seraph Apr 28, 2015 @ 11:58pm 
oh really? i need to check the fourms i've basically been on the road for the last 2-3 days with little wifi acess
magegang  [author] Apr 28, 2015 @ 11:44pm 
Well I guess it doesnt matter anymore. Looks like they have realised that it wast such a great idea, thankfully :)
Shattered Seraph Apr 28, 2015 @ 10:52pm 
Thumbs up that
magegang  [author] Apr 27, 2015 @ 8:52pm 
Yeah thats true, I see what you mean now. It would be good if they had some kind of submisson option, where you can present your work to beth and zen for review, and if they like it they can sell it offically (with the modder getting a cut). As long as its an optional thing, and modders can choose not to partake in it, I think that would be a very good idea.

That way excellent modders who put in a lot of work will get paid, and it doesnt compromise the community.
Shattered Seraph Apr 27, 2015 @ 7:03am 
you and me both brother. and i agree that the wildness is a huge thing it's part of what i love about TES mods i was just saying like huge expansion mods like wyrmstooth or into the deep could have an opertoonity to become cannon in that situation and influence future games that TES releases in that situation. if that was the case then i would see the justifcation of selling it as DLC basically. Kind of like how Fallout NV had the project brazil team they made a whole alternate start but never finished the mod the begining was epic and lore friendly as hell but i feel that if they had an opertoonity to include it in the main game like they were trying to unofically the project wouldn't have been abandoned like it was. < just an example.
magegang  [author] Apr 27, 2015 @ 5:07am 
1000*
magegang  [author] Apr 27, 2015 @ 5:07am 
2) Now that there is money involved, there is more pressure to generate marketable content. The focus will be on creating things that people will buy, instead of just creating whatever you want. And I think that it will be harder than ever for new creators to join the community because of that added pressure.


Im digressing a bit. I feel like the "wildness" was part of the spirit of the community, and supporting the modders shouldn't comprimise that imo.


Really hate this 100 character limit
magegang  [author] Apr 27, 2015 @ 5:07am 
1) Yeah I think you raise a good point, an officially moderated community would probbably create better content. But I also think the fact that modding on steam (and the nexus) is so wild and undmoderated is one of the best things about it. It create a community where literally anyone with a few spare hours can create thier own mod about anything, with no pressure or requirement to actually make it good. It can lead to some of themost randoom, strangest and craziest content, which i think is great. Sure there is a constant stream of terrible mods being uploaded on a daily basis, but the fact that anyone can do it is (I feel) one of the keystones of this community, and everyone has start somewhere (just look at my first mod!).
Shattered Seraph Apr 27, 2015 @ 4:30am 
i mean if that was the case then i could justify the sale have full Expansions put out or full dungeons or fallower packs that Zeni or steam can basically say yes this is compatable with basically everything aslong as it doesn't mess with the same location. offical support and such. this would be much better in my oppinin and this was what that discussion board i set up was suggesting before steam deleted it off the fourms for no reason. honestly i'd like your oppinion on it all. I mean if the company is making money of it then they should be abble to afford one or 2 guys to modreate and quality controll. simple as that.
Shattered Seraph Apr 27, 2015 @ 4:26am 
most of the back and forth is just bashing Zeni for calling for this feature and steam for implementing it. fact is Zeni max wanted to support modders by alowing them to bank off of some of their work to free up more time for it. steam was just fallowing the request of Zeni max. but the fact that both have taken a hands off aproch there's no quality controll. especially with only a 24 hour window to "refund" i mean theres a pulbisher out there called EgoSoft. they make the x universe space gamees and such. they support their mod comunity by hosting the mods themselves and when the comunity comes up wiht something they consider should have been included in the first place. they include it in a free comunity DLC to implement it. this is the route i think this should have gone.
magegang  [author] Apr 27, 2015 @ 12:53am 
Thanks man, and you are exactly right. Supporting modders is a good idea, but this is not the way to go about it. Support shouldnt have to come at the expense of the community (whom without, there would be no modding in the first place).
Shattered Seraph Apr 26, 2015 @ 9:56am 
Reading that I just have so much respect for you. I started up a discussion in the skyrim workshop forums because I kept forcibly getting merged with the flaming troll forum on the main discussion. Basically doing a call out to creators to get their opinions. yours is the only prominent moder's opinion I have found after hours of looking and lurking. to me the idea of the whole support the moders seems like a good idea but there seems to be zero regulation and zero forethought into how the system should be implemented. honestly man I wouldn't mind supporting your if there was a donation button I'd hit that with no hesitation but buying mods that I have no way of knowing if it will function with other mods is just stupid. it's like buying a game with no system spec info.
if you're interested in this discussion I started to voice your opinion here's a link to the topic > at least this is what I would say if the steam moderators hadn't deleted my forum topic for the fourth time tonight.
magegang  [author] Feb 19, 2015 @ 5:03am 
You may lose a few, but most of the corresponding perks should just transfer over...

But tbh if I were you I would go legendary first to clear the tree and then redo it.
Lone_Pickle Feb 18, 2015 @ 7:16am 
If I already have a lot of the alchemy perks, and I get this mod, will I lose all my perks or keep the new versions, or just keep the old effects?
I would download this mod, but I'm scared it will mess up my save.
Visigodo Feb 6, 2015 @ 6:13am 
I like lots of the things this mod does. But the elimination of weight on potions and ingredients and the infuser are quite bad in my opinion. If you could just make a perk that makes poisoned weapons apply it 10 times instead of the infuser your mod would be perfect for me.
Cloud Jan 30, 2015 @ 9:28am 
Great mod
Scaithe Dec 31, 2014 @ 5:03pm 
Thank-you
RwOhCoKrEeT Dec 24, 2014 @ 7:50pm 
While i like much of your stuff, (have checked other mods of yours) the weightless thing is a deal breaker for me.
kozak127 Dec 20, 2014 @ 3:56am 
Great mod, brings some balance to game, with exception of infuser. Poisons should be powerfull one-use items, great for sneak attacks (and this mod ensures that). Not-so-powerfull multi-use items for warriors and mages are created by enchanting and smithing. Infuser breaks that balance.

Anyway, thanks for great mod ;-)
Shattered Seraph Oct 8, 2014 @ 10:49am 
yes that is the one with the box. on the dev's page he's offered to make mods compatible on request. if you want it to be portable you could take a page out of any of the placeable player homes and have a craft item that drops a work station to work from that you can pick up or leave. i do have to admit i haven't gotten my alch high enough to make the infuser yet on my new character so i'm not entirely sure if that'd work. still an idea though.
magegang  [author] Oct 8, 2014 @ 5:27am 
Thanks for the suggestion, but I looked into it already. :/

If im not mistaken, this is the one with the box in which you put your items in, and then take out regenerated version of them? I thought about using something like that, but I really wanted this solution to be portable (so you can switch poisons mid dungeon etc) and I believe it also doesnt work with modded items. But again, thankyou for the suggestion :) I appreciate any and all help I can get!
Shattered Seraph Oct 7, 2014 @ 11:17pm 
you were looking for a way to remove the poison with the infuser SirReality has a mod called enchantment clenser which works nicely with vanilla enchnatments perhaps you could look into his mod and see if theres a way you could make an item that functions like that which only recognizes the infuser's buff.
Flesh fiend Sep 19, 2014 @ 9:01pm 
do you have a mod that uses the alcing tree itself, as much as i enjoy weightless ings and pots i'd rather have the alcing tree itself
Astareal Sep 19, 2014 @ 8:00am 
okay thanks
magegang  [author] Sep 19, 2014 @ 7:44am 
You can use the 'DLC' add-ons with it, but not the De Rerum base mod itself :)
Astareal Sep 17, 2014 @ 10:28am 
hey
can you have this mod and your De Rerum Dirennis mod + all dlcs on at the same time ??
Cullen Hawkins Sep 6, 2014 @ 6:09pm 
This...Is....... Just ok you sir have my Ashley (My wood elf) The best theif assassain and murder in all of tameriel. Thank you and keep up the good work mate :D
VinchenzoTheJackal & Shoon Sep 5, 2014 @ 10:23am 
Everything with this mod is great... except Infuser... which can easily render combat unbelievably easy when acquired. Its more like a cheat perk than anything. Maybe you can allow Concentrated Poison to exist alongside that perk so people can choose what they want to use? At least then everyone could be happy! Still liking and favoriting.
Käsekuchen Aug 18, 2014 @ 2:17pm 
Great mod but I agree with most that the infuser is way overpowered. Except that everythin is cool :)
casual Jul 29, 2014 @ 9:47am 
i love you mods Thegreylight but they have a habbit of being overpowerd, like the infuser in this, plus the potential to make poitions and poisins that are 6 times more powerfull then normal...
trashboat Jul 26, 2014 @ 11:46pm 
What type of Hood is that in the picture?
Tiara Jul 22, 2014 @ 6:43am 
I like this mod. I used your de rerum dirennis until now and switched after I discovered this one. I usually just look at nexus for mods so perhaps you can upload it there too for those who prefer the nexus.
There are two things I think I have to comment:

The infusor first: I agree that it is much to overpowered. The old solution with the number of hits was better in my opinion.

Then the weight of selfmade potions. I used the mod rebalance potion weight. The size of a potion modifies the weight. I think that idea would be perhaps something you like.

I discovered an issue you are perhaps aware of. If you store the ingredients in a chest, you can just remove them completely and not partically. It's sometimes annoying so I thought, I mention it. (De rerum dirennis had that problem and this one has it too) Perhaps it is the no weight of the ingrediences which cause this.

I thank you for the mod and can't wait for further updates of you :)
knightyoshie Jul 19, 2014 @ 1:52am 
having the infuser equiped seams to make skyrim crash any ideas why?