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  1. Tascani
    Tascani
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    About PerMa:

    Please note that this mod will not work with PerMa, there are no exceptions.
    But here is the good note:

    I'm very happy to anounce that I had the chance to work on some things of the Alchemy in PerMa.

    I genuinely believe that the whole "Alchemy Setup" of PerMa is superior to each other mod currently on the Nexus.
    Yes that is a very "ballsy" statement but I will stand to it.
    Kryptopyrs upcoming mod will change the playing field tho.

    PerMa alchemy:

    - better effects for potions and poisons
    - new effects with amazing usability
    - better base costs and thus worth in Septims and Experience (leveling alchemy)
    - all weak points that existed in SkyRe alchemy are gone

    New Patcher (PaMa):

    The ReProccer used to have 20 lines of code to control alchemy.
    The new patcher uses an extra xml file that currently has ~1700 lines of code - it is really powerful.
    The experienced user can change the whole alchemy to his or her own liking within some minutes.

    TLDR:
    Go and get PerMa!
  2. kubixon37
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    i know its bit old but maybe someone will still use this. i found one recipe is BROKEN. mix blue mountain flower with chickens egg and You will get 10 lvls in alchemy and a potion worth 5000gold. others are fine. did reproc etc everything like in guide.
  3. k20383
    k20383
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    Great mod but I am having one problem the ravage health,stamina, and magicka are worth 0 gold but other potions are fine, so I get no xp for making them, and the magicka one seems not to work says they can't cast spells for 8 sec. but they still cast with no problem. Need to test stamina and health ones.
    1. Tascani
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      Is anything else overriding the changes?
      Did you run the ReProccer after installing?
    2. k20383
      k20383
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      I reran the reproccer, I don't think anything is overriding, but I did notice that the ravage potiions are now worth 1 gold when i added another rank of alchemist, and I do think they are working also what I failed to realize is they do not stack when using ravage magicka for example it says stops spell casting fir 10 sec. have to wait for 1o sec. until it will affect them again.
  4. GendunDrup
    GendunDrup
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    Is this compatible with SkyRe?
  5. Mortadella
    Mortadella
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    Hey Tascani,

    just read about this mod in the SkyRe posts. This is a rly great thing! especially the "kickin" poison like that idea.
    Is there any way to get this in german?

    And THX for your awesome work!
    1. Tascani
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      I would be willing to translate this. As the mod is pretty simple and contains just a few records that would need to be translated this should be doable.
      The issue is not the language but I have no idea how translating mods works in general and I can never test things because I only have Skyrim in English.

      I will ask around and see what I can do.
    2. Mortadella
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      wow nice thank you!!

      and I have a little problem, I don't get alchemy experience by producing your poisons, is it a problem of my side or did you just forgot to add this feature?
      Or is it just that less xp, so I don't see it on lvl 129?

      And I've seen, my ravage health poison just does "Causes 7 points concentrated poison damage over 1 second"
    3. Tascani
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      Sorry. Was busy recently.

      So about the translations:
      As far as I understand it the parts within the .xml file need to be translated.
      If you are using a German version of the stats.xml then you could send it to me and I could do the rest.

      Ravage Health:
      I hope the language thingy doesnt cause any issues but the poison should deal really low damage at the beginning and will kick in later.
      I can not test it at the moment and check back which is the correct description. Assuming that it works for other users, I think it just fine within the mod itself.

      Alchemy XP:
      XP gains depend on the value (in gold) of the potion/poison. If the value is 0 you gain 0 experience.
      If the values are extremely low then this might be an indicator that something is not patched correctly.

      You are using the uncapper, right? You can change several settings to adjust XP gains for your specific setup.
      Just open the uncapper.ini and read through the comments.

      Cheers.
  6. paparadva
    paparadva
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    Hi everyone,

    I've brewed blue mountain flower + hanging moss and got a 4k gold potion with 700 secs reg. negation, seems like I've messed something up:
    http://imgur.com/uNq7eNf

    Is there a way to fix this?
    Thanks.
    1. Tascani
      Tascani
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      Should be fixable.
      The issue is that the duration of the effect "Impede Magicka Regen" is too high.
      We just need to find out - why.

      You need to give me more information about:
      - your load order (post it here, by using www.pastebin.com)
      - did you use the ReProccer after installing my mod?

    2. paparadva
      paparadva
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      Oh, seems like I fixed it somehow, now I get a stop reg. poison for 26 seconds (which seems valid). I dunno what I did though I've used Reproccer after installing the mod. Now I tried to use it again and the problem got fixed But still thanks for reply and for a cool mod!
    3. Mathalor
      Mathalor
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      Have you by chance figured out why this was the case? I was having the same problem. The worth of impede magicka or stamina poisons was very unfairly balanced, and I'd get multiple alchemy levels off crafting just one of those.

      Oh, also: Does anyone know their way around the reproccer stat.xml file? I'm trying to figure out how to change fixed duration potions (resistance, fortify health, and others) to 60 seconds instead of 30. Is that possible from the stats file?
    4. Tascani
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      @Mathalor
      Please upload your load order (use the spoiler tag or pastebin.com) to let me see if I can spot what causes the issue you mentioned.

      About the duration change:
      Yes! That is possible with some number changes in the stats.xml

      To change the duration of the potions on a global level you need to adjust these values:

      <iDurationBonusFortify>119</iDurationBonusFortify>
      <iDurationBonusResist>29</iDurationBonusResist>
      <iDurationBonusRestore>5</iDurationBonusRestore>

      So if you change <iDurationBonusFortify>119</iDurationBonusFortify> to <iDurationBonusFortify>29</iDurationBonusFortify> all fortify potions will have 30 seconds duration. (There is a 1 second base duration on all effects)

      Change the values as you desire and then run the ReProccer.
      It will not affect potions you already have, you need to mix new potions.
    5. Mathalor
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      Thank you. No longer will my resistance potions be inferior to storebought versions.

      My load order is quite long; how do you hide stuff as a spoiler?


      Spoiler:  
      Show
      # This file was automatically generated by Mod Organizer.
      Skyrim.esm
      Update.esm
      Unofficial Skyrim Patch.esp
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    6. Tascani
      Tascani
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      The spoiler tag works like this:
      [ spoiler ] Text to hide [ / spoiler ], please be so kind and edit your post

      Hard to say what is causing the high price. With a list like that and a merged patch it's hard to spot.
      You are using TES5Edit right?

      The high price and XP gain is caused by the high "Base cost" of the Impede Magicka (Damage magicka regeneration) magic effect.
      My .esp lowers the base cost of this effect. There might be another mod in your list that reverts or changes this. Use TES5Edit and try to find it.
      Easiest way:

      Click my .esp and click on the Impede Magicka magic effect.
      You can also adjust gold/xp values by fiddling with the base costs. (that's why I love the new PerMa .xml file, everything is externalized )

    7. Mathalor
      Mathalor
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      There are 14 magic effects in Immersive Poisons.esp. None of them are overwritten by another mod. Many of them overwrite SKYRE_main and the unofficial patch, but that's to be expected.

      I can see that the base cost of both effects is .15, and you've lowered the impede magicka base cost to be this. This all makes me frustrated and curious to know, what is going on here?

      This is possibly a really stupid question, but the final value of the potion does drop as the base cost of the effects drop, and not rise as they drop, right?

      I was using the stats.xml from the reproccer patches. Could it be something in that file?

      That's all that I can think of.
    8. Tascani
      Tascani
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      The lower the base cost, the lower the final value.
      The stats.xml that is coming with this mod here should be used, but has no influence on the cost.

      Hm. I'm not really sure what to do now.
      Maybe there are ingredients that carry the effects and are not processed by the reproccer? Does this happen with vanilla ingredients?

      You can of course just lower the base costs even more (with TES5Edit) and see if you can find a sweet spot. Just make sure that you stay over base cost 0.0
    9. Mathalor
      Mathalor
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      I do have mods that introduce more ingredients, but the inflated values happen when using vanilla ingredients. I haven't actually tested making one of these poisons with one of the new ingredients.

      This is really strange, and I wish I could understand what's going on; however, thank you for you help.
    10. Mathalor
      Mathalor
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      After using your stat.xml file, the values seem to be fine. I'd like to change some other values, but I'm pretty far into the game.

      How do you update the reproccer midgame without causing bugs later down the road?
  7. accretia00
    accretia00
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    i put the mod bellow SkyRe_Main, but when i run the ReProccer it doesn't add this mod in the ReProccer. is it going to work as intended?
    1. Tascani
      Tascani
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      Most likely.
      The ReProccer will not include my .esp file as a master. So everything is fine.

      Best way to see if it works is to check out the new/changed poisons.
  8. moistnuggests
    moistnuggests
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    Found an annoying bug with slow time potion, but I'm not sure if this its this mod that's causing it. The potion seems to slow only me down which tends to lead to me getting viciously killed.
    1. sh0d4n
      sh0d4n
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      I had this bug too only for player crafted slow time potions. You could try to do what I did. see the post linked below:
      http://forums.nexusmods.com/index.php?/topic/563161-t3nd0s-perk-overhaul/?p=19752274
    2. moistnuggests
      moistnuggests
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      Kudos, that worked.
  9. vlaka
    vlaka
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    This needs way more exposure.
    Definite improvement over the bog standard poisons of vanilla.
    Endorsed and hugged XD
  10. vestan
    vestan
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    Where does this mod stand with PerMa. Does PerMa cover these type of changes?. Are you going to make a PerMa version if not?

    Cheers.
    1. Tascani
      Tascani
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      See sticky
    2. htoole318
      htoole318
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      So does this currently work with PerMa, loved it with SkyRe, would love to use it on my PerMa build?
    3. Tascani
      Tascani
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      PerMa has much better alchemy out of the box. Do not use this mod with PerMa - it wont work.
      I will update the description aswell so that this gets absolutely clear.

    4. htoole318
      htoole318
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      Thanks, still a great mod and will use it on my skyre build.
  11. Tascani
    Tascani
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    I updated the mod:

    Version 1.1

    Ravage Health - numbers change: now works over 15 seconds instead of 12 - concept stays the same

    Ravage Stamina - new effect: now decreases the attackspeed of the target

    Ravage Magicka - new effect: now hinders the target to cast spells for a short duration (silence like)

    Impede Stamina & Magicka Regeneration - clarity: now fully stops the target from regenerating
    _______________________________________________________________________________________________

    Please test and give feedback.

    EDIT:
    Hotfix for 1.1 uploaded. If you already got version 1.1 and have issues with "Ravage Health" doing instakills. Get 1.1 again.
    1. Tascani
      Tascani
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      I'm still testing more elegant solutions for poison effects.
      I do realize that the current "Ravage Health" effect is not so juicy.
    2. Giggsidan
      Giggsidan
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      Great ideas. Loving the new effects!
    3. aurora2
      aurora2
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      I have been playing around with the Ravage Stamina poison and honestly it doesn't feel like it does enough. 20% is not that much that it would matter during combat, especially when facing multiple enemies. Just my opinion though.

      I liked the old effect more.
    4. Tascani
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      Thank you for your input.

      What do you mean by 20%?
      At the moment it is 20 times (20x) of the value that is shown in the description.

      Taper damage = <mag> * 20

      Which old effect did you like more?
      The one from Version 1.0 ?

    5. Tascani
      Tascani
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      Wow. I didn't read carefully.
      Maybe I can buff it a bit. The thing is that if you reduce the attackspeed too much, the animations will look really akward.

      Try to find an enemy bandit with a Battle Axe or Warhammer.
      Then try this console command while targetting the enemy:

      setav WeaponSpeedMult 0.5

      You can also try it on the player character.
      Note from UESP: "Weapon attack speed, Bow draw speed. (This is an odd modifier because the default is 0 and yet it is a multiplier, meaning 1 = 100%, 0.5 = 50%, 2 = 200% but 0 = also 100%)"

    6. aurora2
      aurora2
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      Well, i'm not exactly sure about the slowing effect on attackspeed. I just find it generally not useful enough and as you said a bigger percent of slowing might look weird, i think this effect would be better replaced. Maybe you could create two different versions, one which contains this attackspeed slowing poison and one that replaces it with the 1.0 version of this poison. But i guess it would be better to hear from others as well, regarding this.
    7. Tascani
      Tascani
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      Very interesting feedback.

      So did you feel the influence of Ravage Stamina before? In vanilla Stamina doesn't matter.
      Do you use any Overhaul that makes Enemy NPC actually need (!) stamina to fight properly or gives them really obvious disadvantages.

      E.g:
      I use SkyRe and my enemies really walked slowly with low stamina because SkyRe reduces movement speed at low stamina
    8. aurora2
      aurora2
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      I also use SkyRe and well... your mod is named "Immersive Poisons for SKYRE", so i would guess that people who download it already have SkyRe

      I also use ASIS which makes it possible that multiple enemies spawn instead of 1-2 as in vanilla, so combat can be way tougher overall when fighting more enemies.
    9. Tascani
      Tascani
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      I should have phrased that differently, sorry my bad.

      I never felt a visible or distinctive differnce when enemies have low stamina. They happily keep attacking and always seem to deal full damage.
      The damage reduction on low stamina levels is (AFAIK) something that is applied via a perk and ASIS used to apply these for NPCs.But I don't think that it works with the currenct ASIS/SkyRe builds/.ini files. [ Thank you raulfin for background information]

      Even with console commands I wasn't able to get a real difference in damage output regarding NPC with full/zero Stamina.

      Therefore I tried to change the effect to something that gives a clear visual clue on what is happening.
      I'm not happy with the result for now.

      Then again I'm currently testing a lot for another alchemy project and I'm heavily limited by the ReProccer.

      [technical unimportant background:]
      Just to give you an idea for the "Ravage Stamina" attackspeed workaround:

      All Ravage Poisons (Health, Magicka, Stamina) have the same base value - because the ReProccer does that.
      So with with a base value and base magnitude of 1 I need to:

      Deal damage over time
      Silence targets
      Reduce attackspeed

      In the last case this means I have to use a detrimental dual value modifier with a negative 2ndAV modifier to get the desired results.
      ____
      At any rate, the Ravage Effects are always intertwined but I consider going back to the way it worked in 1.0 because the Taper Ravage Health effect was just more beautiful, I can go with the silence effect for Ravage Magicka and revert Ravage Stamina to 1.0 mechanics.

      No ETA on the update though.
    10. sh0d4n
      sh0d4n
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      Version 1.1
      Ravage Stamina - new effect: now decreases the attackspeed of the target


      Doesn’t SkyRe already have something called a slow posion? I remember seeing it in the alchemy list, and ive used it a few times without really paying attention to what it does. Are these two effects different?

      Ravage Magicka - new effect: now hinders the target to cast spells for a short duration (silence like)


      This is much better than vanilla. I never found the other magicka poisons that useful, but hitting a mage with this poison guarantees they wont spell you at least for a few seconds giving melee fighters much needed time to close the distance. The only thing I'd love to see (as I mentioned before) changes to the potion / poison names, so they are shorter, and more clear and concise about what they do, just by glancing at them. Though based on what you said earlier about potion names I realise that its not as easy as it seems. lol.

      Poison of Silence would be better than Ravage Magicka though.

      Impede Stamina & Magicka Regeneration - clarity: now fully stops the target from regenerating


      This is much more useful.

      The mod is coming along nicely. I always wanted to see the poisons be a bit more unique rather than damage / time variations on the same effect.


      On a side note, the potion effect I have always found a bit useless is the Fortify Health effect. IMO it is not really worth the effort and resources to craft, because the buff just doesn't last long enough and can often leave you with barely any health right in the middle of a battle because the effect suddenly runs out. I know this mod focuses on poisons, but it would be great if this effect could permanently increase the max value of the attribute, but only until the character takes damage and the bonus health is removed. You should not be able to heal back to the max health + fortify buff, just back to the max character health. So once the health bonus has been damaged, then its gone. This way players could buff well in advance of combat and not have to worry about the effect wearing off mid battle.

      Anyway just something ive always wanted to see for that effect, again I know that its not a focus of this mod, but if you ever wanted to expand then that is one buff effect Id love to see changed.

    11. jjmard
      jjmard
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      I think your idea about health fortify potions was pretty neat. Combined with a mod like chasing the dragon, to make it less exploitable maybe.