About this mod
Changes potions to have different effects, such as healing over time. Also sorts potions in inventory.
- Permissions and credits
This mod makes two large changes to potions in the game.
1. Almost every potion in the game has been tweaked and tested to provide a more challenging experience by forcing the player to rely less on potions and more on other factors (weapons, battle tactics, utilizing environment, etc). I can't list every change I made, but here are two quick examples:
Example #1: Health recovery potions have been changed to heal over 5 seconds instead of instantly.
- Minor health potions now heal for 6dmg /sec for 5 sec (total recovery of 30 over 5 sec vs Vanilla's instant recovery of 20)
- Regular health potions now heal for 12 /sec for 5 sec (total recovery of 60 over 5 sec vs Vanilla's instant recovery of 35)
- Strong health potions now heal for 18 /sec for 5 sec (total recovery of 90 over 5 sec vs Vanilla's instant recovery of 50)
The new increases to health recovery may seem like too much on paper, but in practice it provides a good balance between challenge and survivability. With recovery over time, you cannot stack health potions (even of different potencies), so if you are in danger and use a recovery potion, you may still die because you are taking damage while recovery is taking place. You will need to start making much smarter combat decisions if you want to survive.
This same idea of recovery over time is applied to Fatigue and Magicka potions, though the potencies are different.
Example #2: Resist potions (shock, frost, etc.)
- Minor resist potions now provide +10% resistance for 30 seconds (vs Vanilla's 15% for 15 seconds)
- Regular resist potions now provide +20% resistance for 30 seconds (same as Vanilla's 20% for 30 seconds)
- Strong resist potions now provide +30% resistance for 30 seconds (vs Vanilla's 40% for 30 seconds)
Once again, this change will encourage players to assess a situation before charging in, rather than abusing potions as a constant safety net.
These are only two examples - many other changes have been made. The only potions that were not tweaked are as follows:
Quest related potions, for obvious reasons
Potions that are extremely limited (Elixirs of Exploration, Philter of Frostward, and Potion of Meepage). Since they are so rare, I was fine leaving them with their current stats (even if somewhat overpowered). Once they're gone, they're gone, unless you're a dirty cheater in which case this mod would be pointless to begin with.
2. This mod also edits the name of (almost) every potion in the game so that they will organize neatly in your pack, as well as making the purpose of each potion more apparent.
Every potion now ends with the tag "Minor", "Regular", or "Strong". This helps keep the potions nice and organized in your pack.
Every potion also has a "class" tag at the beginning of the line, which will also help keep your pack more organized. These tags are as follows:
Damage - for potions that are applied to weapons to deal permanent damage to the enemy's attributes or health.
Dispel - cleansing potions. Ie. "Dispel Paralysis, Dispel Magicka"
Enchantment - potions that provide magical effects (waterwalking, fire shields, feather, etc.)
Fortify - potions that provide temporary buffs, but are not considered magical. Ie. "Fortify Agility", "Fortify Health"
Poison - potions that are applied to weapons to deal temporary afflictions to the enemy. Ie. "Poison Health", "Poison of Paralysis"
Rare - These are the potions that are in extremely limited supply that I didn't edit (Elixirs of Exploration, Philter of Frostward, Potion of Meepage)
Recover - Recovery potions. Ie. "Recover Health", "Recover Agility"
Resist - Potions that provide temporary resistances but are seperate from the "Enchantment" class of potions. Ie. "Resist Shock" (can be stacked with "Shock Shield" of the Enchantment line), "Resist Disease"
Alcoholic beverages did not get any sort of tag, except for a "space" at the beginning of each line. This is because part of my goal with this mod was to make tweaks but still keep things immersive. If I tagged each alcoholic beverage as "Alcohol", when you looked at one in game it would say "Alcohol Ale". Putting a space at the beginning puts no noticeable effect when looking at Alcohol in the world (still looks properly centered), but when you look in your invetory it will read " Ale" and " Mead". They will be organized at the top of your inventory. Hopefully this isn't too annoying, I didn't know of any other way.
Quest potions did not have their names editted (Cure for Vampirism, Hist Sap, Human Blood, Turpentine), nor did Skooma.
With all this in mind, an example of how potions will now read is:
Recover Health, Minor
Recover Health, Regular
Recover Health, Strong
See the screenshot for a visual concept: http://tesnexus.com/downloads/images/22825-1-1261267341.jpg
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COMPATIBILITY ISSUES
This mod was designed to be used with base GotY Oblivion or with Fran's installed. It will overwrite any changes other mods make to these base potions. It works with FCOM, but I can't say how it works for balance. I think it would work alright, but I didn't test it in FCOM. Also keep in mind that any potions added by other mods will not be organized by this mod, and will be found under their base name.
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INSTALLATION:
Extract cipherspotions.esp to your Oblivion\Data directory. Activate in OBMM, Wrye Bash, or Data Files through the Oblivion Launcher.
Considering that most overhaul mods make changes to potions, put this closer to the end of your load order, at the very least have it load after a mod that changes potions. Loading it before another mod that changes stats of the base potions will negate any effects this mod would have.
If you've been using Wrye Bash to sort your potions for you, make sure you disable that option and rebash before using this mod. I don't think the Wrye Bash option did a very good job anyway, which was part of the reason I created this mod.
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UNINSTALLATION:
Delete cipherspotions.esp from your Oblivion\Data directory.
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NOTES:
I spent roughly 8 hours testing and tweaking and balancing this mod, but that doesn't mean there aren't any problems with it. If you notice anything, feel free to leave a comment or send me a message.