I've been testing a bit more exhaustively, and one annoying thing is it seems that Oblivion creates the sales price of an item upon creation. So any potions made prior to installing this mod will not have their values changed. This will only apply to potions made afterwards. Apologies this did not make your previous stash of potions worth a fortune ):
Hi there. Could you make a new mod or alternate version of this that undoes all the other changes to alchemy as well?
The description of Ascension claims "Alchemy is less potent for those not skilled in the craft", but even at alchemy level 100, the potions overall seem to be about half as strong as without the mod. Duration takes a huge hit, at least.
My alchemical equipment is not of the highest level, so I don't know if it evens out when all of them are at max.
I’m sadly away from my PC till Tuesday but I will add an optional file then to do this. You’re not the first person to ask (especially if you go read the posts in Ascension itself).
Edit: I see that what I have a problem with is specifically:
"* Reduced the effect of all apparatus on brewed potion effects by half. This helps preserve the balance of the alchemy system. * Modified the magnitude and duration of brewed potions to favour magnitude slightly more than in the vanilla game. Brewed potions should now be less effective and more balanced overall for those not skilled in alchemy."
The first one is definitely not desirable. How much I oppose the second change depends on the actual values.
Edit 2: I see some other somewhat questionable changes as well that has nothing to do with alchemy. These changes only make things more tedious, especially this:
"* Decreased the base number of Repair Hammers in merchant stock from 20 to 3."
If this could be undone as well, that would be great.
It seems Ascension Lite has now been released. Maybe we don't need to dabble with this anymore, but we shall see. Thank you anyhow. There's probably room for other tweaks to the game.
I'd also love this. It's actually why I downloaded the mod, I thought it changed the nerf to potions back. Right now I'm really relying on my restore magicka potions for my playstyle, which have less than half the duration with ascension, so I have to turn off ascension to make potions then turn it back on every time I want to play, which is kind of annoying. A patch to revert all alchemy stuff to vanilla would be great.
Ascension has an optional file to do this now. Could you make a version halfway between vanilla and Ascension prices? I like the concept of it, but Ascension is way too heavy handed
Hey I love the idea of this mode, its one of two things that was holding me back from using ascension which I really want to use...
the last thing they changed that really breaks it for me is changing spellblade build, EG he made armors make you do much less magic efficiency, do you think you could patch that out as well?
If this goes well maybe I'll actually try teaching myself modding instead of guessing at how its done! I'd love to contribute more back to the community that gave me my roided out Skyrim.
I downloaded Ascension mid-playthrough and was wondering if anybody had a point of reference for how big the difference is. How much does a weak potion sell for with and without this fix?
Dude, yeah that is absurd and a very heavy-handed approach. I, personally, have used Alchemy as my main SKILL period for the last like 15 years. It's my favorite thing to do in ES games. Doesn't make sense to punish such an endeavor when it requires tons of time to actually go out and find the ingredients, find the alchemical tools, brew them, etc. Especially considering you can rich just fine selling loot, or what most people do by stealing literally everything not anchored to the floor regardless of RP alignment considerations.
That's great to know, thank you! It does seem that it would make alchemy much less viable or make it underpowered. This is great to see it get returned. Thank you for making this, it's much appreciated!
This is a very unecessary comment... Anyway, whether eliotpszw knew what they were doing or not, a singular value change like this won't break anything and is a good start to get your toes wet with scripting (for non-coders).
29 comments
The description of Ascension claims "Alchemy is less potent for those not skilled in the craft", but even at alchemy level 100, the potions overall seem to be about half as strong as without the mod. Duration takes a huge hit, at least.
My alchemical equipment is not of the highest level, so I don't know if it evens out when all of them are at max.
Edit:
I see that what I have a problem with is specifically:
"* Reduced the effect of all apparatus on brewed potion effects by half. This helps preserve the balance of the alchemy system.
* Modified the magnitude and duration of brewed potions to favour magnitude slightly more than in the vanilla game. Brewed potions should now be less effective and more balanced overall for those not skilled in alchemy."
The first one is definitely not desirable. How much I oppose the second change depends on the actual values.
Edit 2:
I see some other somewhat questionable changes as well that has nothing to do with alchemy. These changes only make things more tedious, especially this:
"* Decreased the base number of Repair Hammers in merchant stock from 20 to 3."
If this could be undone as well, that would be great.
the last thing they changed that really breaks it for me is changing spellblade build, EG he made armors make you do much less magic efficiency, do you think you could patch that out as well?
Can you make one that changes the persuasion and bartering back to vanilla?
Price = (Effective_Alchemy + MortarPestle_Strength * 25) * 0.45
Is the standard formula. Ascension decreased the multiplier (0.45) to 0.15.
I returned it back to 0.45.
In practice it is enough of a difference that this mod exists (;
I was selling Restore Fatigue made with Journeyman instruments for 5 gold. With this mod, I am now selling them for 17 gold each.