Thanks for your interest in our work! Check out my Discord Server if you want to keep up with what I'm doing next. I also have a Patreon if you'd like to follow me and support me there.
Make sure to send some love to Delta, and check out Dragon War!
With the release of Gourmet - A Cooking Overhaul, I have removed the Apothecary Food and Drink Addon as well as all of the patches for that mod from the page. Gourmet is built on the foundation of the old Food and Drink addon, and will be very familiar to you if you liked that addon.
This mod uses Skypatcher to normalize non-Vanilla alchemy effects to Apothecary's values, and will save you a lot of patching: https://www.nexusmods.com/skyrimspecialedition/mods/111752
First off, amazing mod, love it and have been rocking it for about a year.
Any chance of getting the magnitude and/or duration tied to cost?
As it is a poison made from 2 very common ingredients that I have hundreds of does the exact same magnitude/duration as one I make from two very rare ingredients that I have less than twenty of, and that doesn't feel great.
I am fully committed to normalizing the magnitude of effects, I want all Damage Health effects to be "equal." It's true that some rare ingredients don't feel very "special" in Apothecary. I'd like to do some things to address that in the future, but it would focus more on effect distribution than magnitude and duration scaling.
Totally understandable, I respect that you stick to your vision, and It's why I have a full separator in MO2 called "SimonRim".
If I were to make a mod that did modify the mag/duration per value, would you prefer I kept it to myself, or would you be fine that I upload it? I'd only be doing it I fail at my current attempts to get "Alchemy Effect Randomizer" to be able to programmatically modify mag/duration based on value.
Oh! One other thing I'd been meaning to ask. Is there any chance of weakness to magic making a return? Since it's not on the "list of removed effects" and you even mention it in the section:
All Poisons benefit from Weakness to Poison, allowing you to increase the strength of poisons such as Damage Armor, Fear, and Weakness to Magic.
I hoped it was coming back. Admittedly I found out about its absence the hard way. I decided to give a pure mage a try with your full mod stack; which, wow, it is much harder than vanilla at the start for mages. But since having a shield was pretty much a requirement, I decided to go for Spellbreaker to be at least a little thematic.
And well, Orchendor has 100% resistance to magic, but normally you can bring that down with poison. And since it's removed in all forms from your stack, that fight just wasn't possible without significantly deviating from my pure mage concept. After spending far too many attempts, I had to do my one (and hopefully only) tgm kill.
So I'm hoping it was an error or temporary? Considering it being explicitly referenced and how difficult mage still is, having a bow/crossbow with some weakness to magic didn't seem unbalanced.
Thanks for pointing that out re: Weakness to Magic, that line of description is outdated in a few ways. Yes, I intend to bring Weakness to Magic back (in fact I had forgotten it was gone). It's a pretty rare effect in Simonrim (Elemental Weakness is much more common) and alchemy would be a good place for it to live.
If you make changes to Apothecary you can upload them wherever/however you wish, my permissions are open.
I have a relatively large update for Apothecary planned, but I'm in a weird period where I have like 5-6 major updates I'd like to make, plus I'd really like to get working on a new mod, and I have a ticking countdown of maybe 4 months before I will have to take a break from modding. I am not sure Apothecary will make it in that window.
i didnt see anything that refers to Poisons that you pick pocket onto the NPC and cause them damage that way.
im playing at level 100, with 100 alchemy and all the perks. i think the damage health they offer in the crafting table causes around 25 damage. if i wear 3 pieces of gear with +25% alchemy then the damage is 43.
i think at level 100, i would want the potions to start around 50-100 damage.
Damage Health and Lingering Damage Health are both damage over time effects. 10 seconds and 30 seconds respectively. That would be 43 per second. So 430 damage for Damage Health or ~775 for Lingering Damage Health.
The numbers listed on the page indicate the strength of various poisons and potions at Level 100 Alchemy w/ the Vanilla perk tree. Adamant imitates the strength of the Vanilla perk tree; I think Ordinator does some things differently, and I don't know what Vokrii does off hand.
A max-level Damage Health Poison does 100 Damage over 10 seconds, and considering you can get tons of Poison Hits (I currently balance around 10), I think this is more than fair.
can you explain the difference between Poisons that you Put on your blade, and Poisons that you pick pocket into someone's inventory ? Are they the same ? Can I use them Vice Versa ?
i was just trying to sneak pick pocket a poison onto a NPC, i'm not getting "Tons of Poison Hits". when they take the first amount of damage, they wake up and I can't give them any more.
a normal Level 1-5 NPC has about 100 Health. A level 50 NPC has about 500. if i slip a Level 50 NPC a potion of poison, he will take "100 damage over 10 seconds" and he will wake up and laugh in my face and attack. i'm trying to create a more Level-Oriented poison.
if i can make poisons like Zyreal said, that do 430-775 damage. then I think that would be great. I would be satisfied with those numbers.
**I just tried this out. I tried to make a Damage Health poison. I put Nightshade + DeathBell . those were the valid ingredients I had. It gave me a poison that did 4 Damage Per Second For 10 Seconds. This is not the Awe-Inspiring Potion that I hoped it would be. What am I doing wrong here ?
i might as well. i could just edit the values in xEdit. but if you have a negative Pre-Disposition towards me, there is no reason for me to keep playing your mod or endorsing.
I don’t have any negative predisposition to you. Why would you think that? But you’re asking for 5 to 7 times more damage than you’re going to get from my poisons. There is no scenario where you get that number from me.
I don't know what mods you have(considering the full Simon stack doesn't have +xx% alchemy), I thought you were saying that with apothecary you had 43 damage listed on a poison.
If playing with the full stack, there are other synergistic effects, like I believe there is a perk that buffs poisons pickpocketed onto people from Adamant.
And I'm not sure, but Simon could probably answer if weakness to poison would have an effect on the damage ticks in a pickpocket situation. I admittedly don't know quite how the reworked poison resistance and such works. I think it might still affect damage poisons, but I'm even less sure if it affects the damage ticks from first application.
I was using Cathedral - 3D Mountain Flowers optional file "Compatibility patches" (because I'm an idiot)
Works perfectly now, thank you for your amazingly quick responses. I want to say that your full suite of gameplay overhauls is without a doubt the best Skyrim experience I've had in terms of balance and progression
I hope this message finds you well. First and foremost, I want to express my deep appreciation for the incredible work you've done with your mods. My entire Skyrim experience revolves around them, and I'm immensely grateful for the effort you've put into enhancing the game.
I have a modest request that I believe would add a fantastic personal touch to my gameplay and potentially to others as well. I was wondering if it's possible to create a new mod or an addition to the existing Apothecary mod that would allow players to craft custom potions. Here's a brief overview of the features I have in mind:
Ingredient Selection: The ability to choose 2 or 3 ingredients for the custom potion.
Bottle Selection: A menu to pick a bottle model from existing in-game models for the custom potion.
Naming: An option to add a personalized name to the custom potion.
I believe this feature would not only provide a more immersive and personalized experience for players but also open up creative possibilities within the game. I understand that creating mods involves a considerable amount of time and effort, and I completely respect your priorities. If you find this idea intriguing and have the time and resources to work on it, I would be overjoyed.
Thank you once again for your incredible contributions to the Skyrim modding community.
883 comments
Thanks for your interest in our work! Check out my Discord Server if you want to keep up with what I'm doing next. I also have a Patreon if you'd like to follow me and support me there.
Make sure to send some love to Delta, and check out Dragon War!
Any chance of getting the magnitude and/or duration tied to cost?
As it is a poison made from 2 very common ingredients that I have hundreds of does the exact same magnitude/duration as one I make from two very rare ingredients that I have less than twenty of, and that doesn't feel great.
Totally understandable, I respect that you stick to your vision, and It's why I have a full separator in MO2 called "SimonRim".
If I were to make a mod that did modify the mag/duration per value, would you prefer I kept it to myself, or would you be fine that I upload it? I'd only be doing it I fail at my current attempts to get "Alchemy Effect Randomizer" to be able to programmatically modify mag/duration based on value.
Oh! One other thing I'd been meaning to ask. Is there any chance of weakness to magic making a return? Since it's not on the "list of removed effects" and you even mention it in the section:
- All Poisons benefit from Weakness to Poison, allowing you to increase the strength of poisons such as Damage Armor, Fear, and Weakness to Magic.
I hoped it was coming back. Admittedly I found out about its absence the hard way. I decided to give a pure mage a try with your full mod stack; which, wow, it is much harder than vanilla at the start for mages. But since having a shield was pretty much a requirement, I decided to go for Spellbreaker to be at least a little thematic.And well, Orchendor has 100% resistance to magic, but normally you can bring that down with poison. And since it's removed in all forms from your stack, that fight just wasn't possible without significantly deviating from my pure mage concept. After spending far too many attempts, I had to do my one (and hopefully only) tgm kill.
So I'm hoping it was an error or temporary? Considering it being explicitly referenced and how difficult mage still is, having a bow/crossbow with some weakness to magic didn't seem unbalanced.
If you make changes to Apothecary you can upload them wherever/however you wish, my permissions are open.
I have a relatively large update for Apothecary planned, but I'm in a weird period where I have like 5-6 major updates I'd like to make, plus I'd really like to get working on a new mod, and I have a ticking countdown of maybe 4 months before I will have to take a break from modding. I am not sure Apothecary will make it in that window.
i didnt see anything that refers to Poisons that you pick pocket onto the NPC and cause them damage that way.
im playing at level 100, with 100 alchemy and all the perks. i think the damage health they offer in the crafting table causes around 25 damage. if i wear 3 pieces of gear with +25% alchemy then the damage is 43.
i think at level 100, i would want the potions to start around 50-100 damage.
A max-level Damage Health Poison does 100 Damage over 10 seconds, and considering you can get tons of Poison Hits (I currently balance around 10), I think this is more than fair.
i'm a newb at alchemy
can you explain the difference between Poisons that you Put on your blade, and Poisons that you pick pocket into someone's inventory ?
Are they the same ? Can I use them Vice Versa ?
i was just trying to sneak pick pocket a poison onto a NPC, i'm not getting "Tons of Poison Hits". when they take the first amount of damage, they wake up and I can't give them any more.
a normal Level 1-5 NPC has about 100 Health. A level 50 NPC has about 500.
if i slip a Level 50 NPC a potion of poison, he will take "100 damage over 10 seconds" and he will wake up and laugh in my face and attack.
i'm trying to create a more Level-Oriented poison.
if i can make poisons like Zyreal said, that do 430-775 damage. then I think that would be great. I would be satisfied with those numbers.
**I just tried this out. I tried to make a Damage Health poison.
I put Nightshade + DeathBell . those were the valid ingredients I had. It gave me a poison that did 4 Damage Per Second For 10 Seconds.
This is not the Awe-Inspiring Potion that I hoped it would be. What am I doing wrong here ?
The Other Commenter Zyreal mislead me then..i might as well. i could just edit the values in xEdit.
but if you have a negative Pre-Disposition towards me, there is no reason for me to keep playing your mod or endorsing.and explaining the parameters for your mod to me.
I was going off of your comments:
I don't know what mods you have(considering the full Simon stack doesn't have +xx% alchemy), I thought you were saying that with apothecary you had 43 damage listed on a poison.
If playing with the full stack, there are other synergistic effects, like I believe there is a perk that buffs poisons pickpocketed onto people from Adamant.
And I'm not sure, but Simon could probably answer if weakness to poison would have an effect on the damage ticks in a pickpocket situation. I admittedly don't know quite how the reworked poison resistance and such works. I think it might still affect damage poisons, but I'm even less sure if it affects the damage ticks from first application.
Edit: some effects were affects
EDIT: I was using Cathedral - 3D Mountain Flowers optional file "Compatibility patches" which was causing this issue
I was using Cathedral - 3D Mountain Flowers optional file "Compatibility patches" (because I'm an idiot)
Works perfectly now, thank you for your amazingly quick responses. I want to say that your full suite of gameplay overhauls is without a doubt the best Skyrim experience I've had in terms of balance and progression
I have a modest request that I believe would add a fantastic personal touch to my gameplay and potentially to others as well. I was wondering if it's possible to create a new mod or an addition to the existing Apothecary mod that would allow players to craft custom potions.
Here's a brief overview of the features I have in mind:
- Ingredient Selection: The ability to choose 2 or 3 ingredients for the custom potion.
- Bottle Selection: A menu to pick a bottle model from existing in-game models for the custom potion.
- Naming: An option to add a personalized name to the custom potion.
I believe this feature would not only provide a more immersive and personalized experience for players but also open up creative possibilities within the game.I understand that creating mods involves a considerable amount of time and effort, and I completely respect your priorities. If you find this idea intriguing and have the time and resources to work on it, I would be overjoyed.
Thank you once again for your incredible contributions to the Skyrim modding community.