[WIP] nameless alchemy mod

Post » Mon Jul 22, 2013 2:51 am

Actually I wasn't sure about writing here, but now that I actually worked on an Alchemy mod for quite some time I thought about asking if someone would be interested in what I'm doing.

I started my own mod because there was no Alchemy mod around that statisfied me - they were either too complicated or not "enough" and while I like reading recipes and having ingredient effects I really don't need any more scripts cluttering my game.

Regardless what mod I used I eiher never used any potion because I wanted to save them up because they were too expensive or because they were so weak that I just forgot about them...

This will not be a great presentation - at least for now - nor will it be some kind of flashy big project. Just a small modifikation to fit "vanilla-style" and make alchemy more rewarding.

So, some changes I made are these:

Potions heal over time - because I just think that's kind of necessary for balance. First I wanted to have a coold-down, because there are "heal rate" potions already. But for now I couldn't figure out how to do that without scripting. And there again, a script is not worth the hassle here.

I didn't like how using common ingredients was kind of a waste with certain mods installed (especially if using mods for high game difficulty). While I think rare ingredients should be stronger, common ones should be usable for common potions.

Blacksmith & Enchanting Potions will be changed. Not 100% sure whether I remove them or make them weaker (If I keep them they will be last longer).

Potions will most likely last longer than they do in vanilla as fights last longer with the mods I'm using for now. Therefor my mod WILL be balanced for a higher difficulty than vanilla.

New Effects for now are Night Eye and Detect Life as I really miss them in Skyrim (playing a pure warrior using sword and shield with darker dungeons is.. urghs...)

Perks:

Alchemist

reduced perk count to three. Adding up to 75% stronger poisons&potions. Resulting into "specialization".

Benefactor & Physician

Grouped (Physician -> Benefactor) granting a total of 50% bonus for beneficial potions.

Catalyst

5% more damage while under the effect of a pure beneficial potion. Also beneficial potions you DRINK (not create) are 50% stronger.

Concentrated Poison

Also granting 25% stronge poisons so that it adds up to 125% as well in the end.

Experimenter

two perks

+ revealing first two effects and granting a slight desease resistance. Seriously you most likely ate tons of raw fish, hearts, spider eggs, ...

+ four effects. Beneficial Effects from ingredients are stronger and last longer. Harmful last 50% as long.

Green Thumb

splitted up in two perks.

+ gain three ingredients from every ressource

+ gain additional ingredients from creatures.

new "top" perk

Potions last twice as long. (needs to be balanced). And probably better prices while haggling with alchemists.

So. That's it for now. If someone is interested I will post a more in depth presentation and in the end publish my mod here. But be aware that bug testing is kind of difficult for me alone but of course I try hard.

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Lori Joe
 
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