V1: Initial Release
V1.1: Balance Pass
V1.2: Hotfix for restore health potions being ridiculously overpowered. Accidently set skill to magnify magnitude and duration. Oops. It's now fixed.
V1.3: Accounted for an oversight regarding leveling speed. Actor skill use multiplier has been almost tripled to account for the lower gold value of the potions, as the game calculates xp based off of gold value.
You know those food restaurants that always claim they use the best ingredients, but you think nothing of it, because in Skyrim, every ingredient is the same. Well no more. Ingredients are now tiered to how rare they are. Other discreet changes also affect how the ingredients heal and synergize.
Note!: The prices in the pictures are not indicative of the prices seen in game. I did a balance pass after the original release and all of the prices have been standardized. Alchemy will no longer break your economy. You will find more utility from using crafted potions than you would from selling them now. No more 4k priced paralysis potions. At level 100 without fortify alchemy gear, the prices hovered around: 300 for T1 mixtures, 600 for T2 mixtures, 1000 for T3 mixtures. Adding a second or third effect gives even more money. It's not impossible to craft for money, you just really want better ingredients in order to expedite leveling and monetary gain, which is how it should be. This mod gives you an incentive to ingredient hunt. A crimson nirnroot poison is about 4x as effective as a T1 poison. Keep this in mind for price and skill leveling. Don't forget, you need to cleanse your mind of which effects give the most skill and money. I have equalized them.
T1 Ingredients: Basically everything that can be planted plus bone meal and salt.
-Decrease in potency in some areas, increase in others. Your basic run of the mill arsenal with poisons and potions that are effective but not overpowered.
T2 Ingredients: Most animal loot.
-Very potent and can see you through the game. Powerful poisons and healing mixtures can be created through the use of one or more of these ingredients.
T3 Ingredients: Daedra hearts, salts, and human flesh/heart. Powdered mammoth tusk also resides in this group alongside Crimson Nirnroot.
Restorative potions now restore over time. Stamina and Magicka are by default stronger than healing, but last the same amount of time (10 seconds.) The potions are relatively powerful and are meant to be. Potion spamming is the bane of this games existence.
Poisons now do not immediately kill someone. Lingering damage has had its damage halved on T1 ingredients, but lasts three to 6 times as long. Damage health is now a more potent form of what was previously lingering damage. Damage health requires 5 seconds for the full effect to process. It was immersion breaking for me to see poisons have an instant effect. Immediate isn't fun and realistic isn't fun either. 5 seconds hits the sweetspot for me. Quick enough to be effective, but not just stupid fast.
Fortify potions last much longer and potion prices have been equalized across the board. The price of the potion will depend on your alchemy skill and the tier of ingredients used, rather than the effect itself.
Ravage health was removed from the game and replaced with mostly popular effects so be on the lookout for those.
Deathbell + Nightshade now give damage health and lingering damage health. Deathbell also has paralyze. I changed this because these are the iconic poisonous plants in the game, and I wanted Deathbell to replace imp stool, and nightshade to replace mora tapinella. Hope you agree. You'll need imp stool or canis root or any other paralyze ingredient to get the paralyze effect, however.
All plantable ingredients (food excluded) now yield 4 ingredients per harvest. No fancy math or anything like that needed to optimize yields. Each plants equals eachother for easier garden and greenhouse planning.
PS: There's a ton of ingredients in just the base game so if you see any anomalies, please let me know. They're easy fixes. This mod uses no scripts and is compatible with every alchemy mod, just load this after any alchemy mod you may possess. Be warned, any mod that makes crimson nirnroots, human flesh, hearts, etc readily available will break any challenge you had. A crimson nirnroot can do A LOT of poison damage now. It's a T3 ingredient. I also modified Jarrin root to do the same amount of damage it would have done, just over 5 seconds now so Jarrin root is supported.
I am planning on supporting Dawnguard and Dragonborn, as most of the legwork is done, so expect that update in the next couple of days. I have some other plans regarding food and vendors like innkeepers carrying food items that they previously didn't just for immersion purposes. Not sure yet. We'll see.