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  1. MercerMeka
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    New version is up!

    Overall this update enhances the existing balance and includes a huge update to the Skyrim ingredients.esp.

    Version 2.2 changes:

    - More fine-grained balance of certain effect combinations so that you for instance won't have more ingredients with a combo of
    Shock Shield + Shield compared to Fire Shield + Shield & Shock Shield + Shield.
    This was done mainly for the Elemental Shields, Fortify Blade/Blunt and Fortify Light/Heavy Armor combinations.
    Example: There are now 2 ingredients each with Fire/Shock/Frost Shield + Magic Resist.
    - Balanced all Elemental Damage ingredients so no elemental effect is more common than the others at all stages of alchemy mastery.
    - Fortify Personality and Fortify Acrobatics are now better balanced out but mostly found as 4th effect.
    - Cure Paralysis is now more common.
    - Night-Eye slightly more common.
    - Resist Disease and Resist Poison slightly more common in non-food ingredients and still very common in food ingredients.
    - Improved a few meshes of the old ingredients and updated the icons.
    - Fixed collision issue with the Gypsy Tart.
    - Removed a few of the new flora as they were too clumped together around Lake Rumare. The flora are a pretty rare sight now. I've made sure to avoid conflicts with all popular landscape altering mods (UL, HESU). Do let me know if you find any conflicts and I will move the flora.
    - Price reductions for many ingredients.
    - Resized some meshes in particluar the new fungi.
    - After working on the Skyrim ingredients for Oblivion update for a long time I learned a lot about meshes and was finally able to update my own ingredient Heartland Ash Root to how it was supposed to be from the beginning. It looks much better now. New icon as well.
    - Improved textures for some of the new ingredients.
    - 4 new ingredients created: Murkberry, Braided Witch (fungi), Werewolf's Skin, Valus Floret Buds. Check the new image.

    Skyrim Ingredients.esp:
    This replacer plugin which requires the BSA from the newest version of Skyrim Ingredients for Oblivion has the following update:
    - Resized many ingredients since their in-game size was often too small or too large.
    - Updated many ingredients to higher standard - look at the new image I've uploaded.
    - Added a few new lore ingredients: Ash Hopper Jelly and Felsaad Tern Feathers.
    - Added a few non-lore ingredients since they had the files already there in the BSA to be used: Durzog Steak & Bulging Sheath Fungus.
    - Many balance changes to the ingredient effects and I would say that my version of Skyrim Ingredients now works really well with MercerIngredientsCore. Those 2 plugins is all you need for a balanced alchemy game-play  :D


    Bonus info for those interested in finding certain rare ingredients which can only be found in certain places:
    Spoiler:  
    Show
    Bravil Mages Guild and The Guilded Carafe in IC & the Arcane University has 50% chance of having acquired Shivering Isles ingredients and are now selling them, while Anvil and Leyawiin has only a 25% chance (and less quantities of the ingredients).
    Warlock's Luck in Bravil and All things Alchemical in Skingrad has undead themed ingredients.
    Sinderion & Warlocks Luck (proximity to Elsweyr) has moonsugar.
    Sinderion always has some of the new ingredients.

    More spoilers if you want to see the in-game models of all ingredients:
    Spoiler:  
    Show
    To check out all the new ingredients you can go to the testinghall by typing "coc testinghall" in the console.


    Enjoy!
  2. kiwifruitxx
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    Hi, I am having a very odd issue.  I started a new character and began looting barrels only to discover they were really full of food/alchemy ingredients.  For example a single barrel had 3 moldy apples, 3 moldy pears and 2 moldy carrots.  That seemed like an excessive amount of moldy food.  I've never had that happen before.  Also, barrels with not moldy food seem overly full as well.  Thanks
    1. MercerMeka
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      Thanks for the feedback.
      In the last update I increased the amount of moldy/spoiled ingredients you can find and it was much overdue. Many of those ingredients are fairly weak and it's more useful to have a few of them instead just 1 as it were in earlier versions.
      However now that I checked in the Market District where the concentration of food/ingredient containers are highest I can see what you mean and I have slightly reduced the amount of moldy/spoiled ingredients found.
      Note though that the main reason you're finding so much ingredients and food is the location. In a dungeon or some other place you won't find many ingredients/food so I don't want to reduce it too much.
    2. kiwifruitxx
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      Oh wonderful.  Looking forward to the update.
  3. lusikas
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    Not exactly an issue with your mod per se but a heads up. Version 2.2 changes the model file paths of three Fauna entries (Shaggy Ink Cap, Coprinopsis Cinerea, Minstrel's Mantle), but anyone using the Basic Harvest filter patch will have it revert those changes. The first two I never would have noticed because the original nifs were still included but Minstrel's Mantle now had a missing mesh error.
    1. MercerMeka
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      Thanks for letting me know.
      You should post this under the Basic Harvest comments section since I think the modder is still supporting that mod.
      For now though it is a very small issue since there are only 10 Minstrel's Mantle flora planted in Cyrodiil so it's very rare.
      If I update this mod again I can fix it by changing the name of the meshes if the Basic Harvest modder hasn't fixed it by then.
    2. lusikas
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      Done. Appreciate the consistently fast response, by the way.
  4. kallekukhuve
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    Oh wow! Thanks for a new update!
    1. MercerMeka
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      Enjoy!
    2. kallekukhuve
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      Would it mess things up if the orders of the effects of the ingredients were mixed up every playthrough? So you wouldn't know every time which herb would give which effect for a novice and apprentice alchemist. I mean, the same effects, but the first one could be the third one etc.
      I guess it would be best if food items all had the same first effect as now.
      I don't know if it would be easier to use scripts or...16 different versions of each ingredient :-p lots of work
    3. MercerMeka
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      That would totally ruin the balance of the mod.
      I don't think you realize how much thought I've put in to this mod. 100's of hours to get the balance just right. What you suggest would undo all that careful considerations and testing to get the balance right.
    4. kallekukhuve
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      Ah okay. I thought the balance was about which effects the ingredients have, not the order of the effects
    5. MercerMeka
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      I'll update the mod description to explain this better.
  5. kiwifruitxx
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    Thank you so much for the update.  I was wondering if it would be possible to get a few more mushroom options in the Qarl's Harvest add-on?  Getting the same mushrooms over and over is a bit boring.  It would be fun to get "unique" mushrooms occasionally.  :)
    1. MercerMeka
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      You're welcome.
      I agree with the Qarl's Harvest add-on. I recently stopped using if for that reason. My mod only changes the ingredient effects but so we would need permission to change the scripts in Qarl's mod but he hasn't been online since 2008 so....
    2. kiwifruitxx
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      I believe that's because Qarl passed away some time ago.  I'm not sure how permissions work in that case, but thank you anyhow. :)
  6. averagejoe3x
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    Could I make a suggestion for the Skyrim Ingredients patch? According to lore Jazbay Grapes during the time of Oblivion are very rare and picking them could be considered treasonous, although by the time of Skyrim those laws are much more relaxed. My suggestion would be, as a result, that Jazbay Grapes should probably be put in the rare or very rare ingredients lists, as well as the products made from them (Jazbay Crostata and Alto Wine). 
    1. MercerMeka
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      Thanks for the suggestions. I will make them rarer. I did notice though that Alto wine is common and pretty cheap which is a bit odd.
      What a timely comment as I have a update coming up very soon with many updated ingredient models and even a few new ones such as Ash Hopper Jelly and Felsaad Tern Feathers.
    2. averagejoe3x
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      Yeah Skyrim Ingredients takes everything directly from Skyrim like relative values in price and weight and effects, so these kinds of inconsistencies get overlooked. Another one would be the fact that the Honningbrew Meadery didn't exist yet during the time of Oblivion but Honningbrew Mead is in the mod, but there are probably people who want that nostalgia when playing Oblivion. Great to hear that you'll be adding a few more things though! Can't wait for the update 
    3. MercerMeka
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      Good to know about the Honningbrew as well. I haven't played Skyrim for more than about 2 hours so i have limited knowledge.
      Is there anything else about ingredients and beverages that I need to know about? Also I couldn't find anything about Honningbrew where did you read this?
    4. averagejoe3x
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      During a quest for Maven Black-Briar she mentions that she wants to know how the Honningbrew Meadery got up and running so quickly, and one of the employees of the meadery, Eimar, mentions in dialogue that Sabjorn (the owner) has only been running it for a short time and they are growing quickly. All this, as well as various bits of info you hear during the quest suggests that Honningbrew Meadery is relatively new operation.

      As for anything else you might want to know with regards to drinks and ingredients, that's about it. I haven't come across anything else, although it's possible I've missed something, I wouldn't call myself an expert of lore.
    5. MercerMeka
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      Thanks. I'll take it all in to consideration when I decide on the rarity of the beverage and ingredients. I want it to be lore friendly but also not too rare.
    6. averagejoe3x
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      Awesome. Can't wait to see what you come up with 
  7. Minghas
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    Great mod, really great to use for Alchemy builds alongside De Rerum Dirennis and such.
    Noticed, however, it changes COBL beverages' names by adding a "-" prefix to them. Is this intentional or an unnoticed bug?
    Cheers.
    1. MercerMeka
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      It's good to hear you're enjoying the mod.
      The prefix is there to make sure all beverages are at the top of the alchemy inventory to set them apart from normal magical potion.
      It's very useful if you're using "needs" mods.
      I might make a version with only balance changes since this isn't an important change.
  8. xenogearslucas
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    Are there any landscape conflicts with this and Better Cities/Unique Landscapes?
    1. MercerMeka
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      No conflicts.
    2. xenogearslucas
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      Will the ingredient changes cause issues with De Rerum Direnn - Alchemy Overhaul?
    3. MercerMeka
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      Non.
      The mods do different things.
  9. kiskoller
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    Is there a changelog somewhere?

    I've upgraded all my mods (including this) and noticed the Water Hyacinth lost it's restore magicka effect. Was this changed in one of the newer version?

    Edit: I've skimmed through the posts here, some of them are indeed changelogs, but couldn't find the change. I've checked it in xEdit, and indeed my poor-poor hyacinth lost its restore magick properties...

    Well, there goes my magicka addiction as an atronach mage, time to raid ayleid ruins for some welkynd stone...
    1. MercerMeka
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      I have the whole changelog but I doubt people care enough about the changes to warrant posting it all for each version.

      For Restore Magicka as 1st or 2nd effect go for:
      Spoiler:  
      Show

      Alkanet Flower, Bog Beacon Asco Cap, Mandrak Root, Onion, Steel-Blue Entoloma Cap and Wisp Stalk Caps

      If you need to find ingredients with a particular effect just buy a effect/ingredient catalog. You can find them in some book stores but not all.
    2. kiskoller
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      Thank you for the reply!

      After playing a bit with the mod, I've got to say, the balance is really nice. For example there are more magicka plants than prior, so it's not just camping a few spots for it anymore, instead you can actually go and pick herbs in a vast area and make enough of it.

      When it comes to the cooler effects, spell absorb for example, those I tend to only be able to craft when I buy rare ingredients from alchemists, which is such a welcoming change.

      So all in all, good job with the mod, I really like the latest changes!
    3. MercerMeka
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      I'm glad to hear you like the balance. It's what I put my effort in to accomplishing with this mod. Thanks.

      Yes, in the last couple of updates I made ingredients with Restore Magicka (as well as Restore Attribute & Night-Eye) much easier to find since I felt they were a bit too rare.
  10. MercerMeka
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    New version is up!

    This new version is mainly pushed out because I got permission from dreamed1 to update and make a replacer plugin patch for the mod Skyrim Ingredients for Oblivion. The main mod page have been updated with information about the optional patches at the bottom.
    Besides that I have only a few other minor changes.

    Version 2.1 changes:

    - New patch for Skyrim Ingredients for Oblivion which requires the BSA from the original mod version 1.0 to work.

    My patch is a replacer plugin which means you need the original mod, install the BSA then replace the plugin from that mod with my patch plugin.

    My replacer patch differ from the original mod in the following ways:

    1. Increased the number of shops selling non-food Skyrim ingredients from 3 to all the alchemy shops.
    Since my mod already makes all the Morrowind ingredients available across all of Cyrodiil I think it should be the same for Skyrim ingredients. Note that there are always more Skyrim ingredients available in Bruma then any other city due to its proximity to Skyrim. Food ingredients however are sold the same places as in the original.

    2. Balanced out the ingredients in 3 groups: Common, uncommon and rare with varying chance of them being available in shops as in Skyrim.

    3. The quantity of each ingredient available is determined by their rarity. The quantities are also more randomized for both food and
    non-food ingredients so that you don't always get the same size stack of ingredients.

    4. Weight and price changes. Generally the ingredients weigh less but the prices are somewhat the same.

    5. The ingredient effect balancing stays close to lore and overall you'll find the stronger effects associated with the rarer ingredients.

    6. Removed changes to the 9 NPCs who carried 1 random Skyrim ingredient to reduce mod conflicts since my mod already features finding caches of ingredients in dungeons and other places.


    Other changes for v 2.1:
    - Sinderion now always has some of the new ingredients added in v 1.59 available and overall they are now more common.
    - MOO patch updated and I finally managed to balance all of the ingredients instead of just the most commonly occurring ones.
    - Included the missing urn mesh that was missed in v 2.0
    - COBL catalogs can now be bought from Estelle Renoit i Chorrol. They are levelled (level 1, 3, 8 & 16).
    - The few fungi planted here and there are all placed as to be compatible with all HESU and UL landscape mods. Let me know if you find any conflicts.
    - Only a few effect balance changes mainly to Restore Attribute to make them more common though there are a few noteworthy cases:
    Spoiler:  
    Show

    Elf Cup Cap: 1st feather -> Reflect Damage
    Somnalius Frond: 1st Feather -> Night-Eye
    Mandrake Root: 1st Fortify Marksman -> Fortify Blade
    Bog Beacon Asco Cap: 1st Fortify Blade -> Fortify Marksman
    Columbine Root Pulp: 4th Resist Normal Weapons -> Restore Magicka
    Nether Root <-> Scourge Root (swapped all 4 effects)
    Ampoule Pod: 3rd Reflect Spell -> Reflect Damage
    Luminous Russula: 3rd Restore Magicka  -> Shock shield
    Young Tippler's Bane: 3rd Shock shield -> Night-Eye
    Flax Seeds: 4th Restore magicka -> Resist Disease
    Heartwood: 3rd Spell Absorption -> Chameleon, 4th Reflect Spell -> Water Walking
    Dark Human Heart: 1st Chameleon -> Fortify Health
    Onion: 1st Restore Fatigue -> Resist Poison, 2nd Resist Poison -> Restore Magicka
    Venison: 3rd Fortify Endurance -> Restore Health, 4th Restore Health -> Feather
    Bungler's Bane: 1st Fortify Luck -> Fortify Endurance


    Enjoy!
  11. Dor0n
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    Hello. Is it necessary to use the MOO patch if I want to use these two mods together?
    1. MercerMeka
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      No.
      Non of the patches are necessary they just make sure to keep the same balance system for the ingredients. If you prefer Maskar's balancing of the ingredient's effects you can just skip mine.