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-Bethesda And Creation kit
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- I discovered that the former script that i made to check the failed potion gave a lot of problems with dumping stacks. I'm sorry for this inconvenience. You can use the Fallrim tools to check the dumping stack and remove them from your save. The mod is here: https://www.nexusmods.com/skyrimspecialedition/mods/5031/. I used in my ongoing save and it worked perfectly.
- So, i reworked the script, with another approach, the script now is in a perk and activate when you activate the alchemy furniture. The effects are blended with the vanilla game, and the results are the same described in the mod description.
- Removed all the cell edits and moved the testing items in a custom cell
- I made a failsafe for SKSE features so if you don't have SKSE it won't crash the game if you activate those by accident.
- I fixed some typo and translation issue
Version 2.5
- After months of tests and research, i managed to obtain a simple script which defines the moment when a potion is failed.
- Now, when the potion fails, 3 random things will happen:
1 - Nothing will happen, but you will lose a random number of flasks (from 2 to 10)
2 - An explosion will occur, the player will suffer poison damage. This damage can and will kill you. Poison resistance becomes an important part of handling with alchemy now.
3 - The result of a failed potion will manifest in a "Weird brew". The weird brew is a Misc object, if used will cause 10 random effect, half are beneficial and half are malevolent. Make sure you are prepared for the effect of this crazy concoction.
The failed potions effect can be turned on and off in the MCM or Analog menu.
- Removed all the cell edits and moved the testing satchel on the table of the qasmoke cell
- Cleaned the mod
Any feedback is appreciated, share this mod and have a nice day.
Unless other minor fix, I think this will be probably the final version of this mod.
Version 2.4a
- Applying poisons to weapons won't need a remove item event anymore and is detected in simpler way, this will:
1 Make scripts more efficient and avoid potential dumping stacks
2 Will avoid being budged out from the inventory menu and should solve some issues with animations (see bug section.)
Version 2.4
I've added some of dann1telecom suggestions
- Added an ulterior tier of crafting sterilized flasks x40
- Now you can sterilize directly used flasks straight to sterilyzed flasks 4:1 at a cookpot for this reason a new save is needed.
- Added crafting conditions to all constructible objects to declutter the crafting menu.
Version 2.3
- Added some missing crafting/smelting empty wine bottles recipe
- Thanks to Jayserpa now Sterilyzed flasks and empty used flasks have the proper model! look in the image section to check it! very cool!
Version 2.2
- Added crafting and smelting receipe multiplied by 10 to fasten crafting empty flasks or smelting bottles to obtain glass.
Version 2.1
I had to think a lot for this update to release because i had to revert this mod to a simpler state.
- Failing a potion feature, while it would eventually worked, i was unhappy on the results of it wich resulted on an eventual chore and script nightmare than an actual improvement on the realism so i cutted that off completely untill i come with a different approach or no approach at all. I've discovered several things about the issue (i've tested the feature for like a week and thought and re-thought) but while playing this didn't conviced me, mostly because the feature would cause a forced double fire of the script.
- I've reorganized the core feature, the consumption of S.flasks, the script is simplyfied, and has been divided in 5 different crafting quest for said purpouse.
- The nazi spam block with the message pop up has been removed to be replaced for a lighter activation block, this was made because with the script optimized, the script response is faster, and the removal of the S.flasks is much faster and the spam would not actually never occur.
- Added the flagged .esl file.
Version 2.0
- A CACO and Honed Metal update has been done. I can confirm Honed metal now works with this mod without issue since i tested it. But i need CACO feedback. Thanks for your support.
Version 1.9
- Now the file is universal, works in VR and has MCM. To use both you will need the SKSE required and SKYUI. BUT in Skyrim SE can be played without SKSE.
- To exit the crafting menu while using SKYRIM VR if you run out of flask, enable the SKSE features in the MCM (in the message menu this is not present for obvious reasons)
- A variety of script incosistencies have been fixed by doing so the scripts were simplified.
- An attempt to fix the Honed metal issue has been made, please give a feedback.
- The issue of not working the potion failed in VR version has been solved. (jjensen6823 pointed that out)
- The chance of catching a disease while failing a potion has been added, the % trigger is shared with the poison vapors one. This can be changed in the message menu and MCM
- An issue where the sterilyzed flask where recognized as "potions" and thus equipping them would give infinite consumed flasks has been fixed.
Version 1.8b
- Script optimizations thanks to jjensen6823, soon this improvements will be passed on SKYRIM VR version.
Version 1.8a
- Fixed a script wich handled the bottle trash adding. Now work as intended.
Version 1.8
- Entering in any type of store will trigger a quest wich will add the mod instruction menu Note item to the player inventory. No more need to buy it or find it in shops.
- Edited the leveled list addition to add a larger number of S. Flask and Used flask to the Alchemist and Apothecary shops.
- Edited the mod Menu to be more clear.
Version 1.7
A big juicy update
- Animation when poisoning a weapon added. "Poison vapors release". Now there is an editable chance (50%default) that while poisoning a weapon you migth inhale the poisonus vapors of the concotion. This will block the player for 3-4 sec while coughing creating also a sound event wich might get you spotted. To deactivate, just simply deactivate drink animations.
- A used flask is added with or without the triggered animation, now to handle the receiving of used empty flasks you have to use the "crafting switch" not the "Animation switch" like before.
- Removed the leveled list from the general stores, now you can only find the instructions to create flasks at the Alchemist shops as recipe. Lowered the cost of said instructions. Edited text of the instructions accordingly
- Edited the message menu to be more clear.
Version 1.6
- I was adding content and found another SKSE function... god. Well i removed it. Please i ask to anyone who has not SKSE please try this mod and tell me if it works well.
- Now Wine, Ale, Mead and skooma give clutter empty versions in case of mead and ale simply empty flasks to recycle. No animation will activate with these items consumed.
Version 1.5a
- Fixed an issue when using different crafting station (cooking) would lead to experiment failure state by crafting items considered ingredient (or eating ingredient), now this is fixed and the failed experimen will fire only while using alchemy stations.
Version 1.5
I suppose you can deactivate the mod make a new save re-activate it, since is all new content to update to this version.
- Added S.Flask removal on failed potion, an animation and a message will also play. You can deactivate this feature with "Alchemy mix" option. Just like crafting a potion, if you fail a potion you will lose S.Flask based on Alchemy skill.
- Since now the menu is in the note, the price of the note was halved, you will REQUIRE to read it to craft S.Flasks with glass and smelt down glass. The text of the note has been changed.
- Descriptions of the options of the note menu have been added.
- Sterilyzed and Used flasks have been integrated with keyword to be found more in loot and in alchemist shops.
- Erased some redoundancies
Version 1.4
- Removed all function wich required SKSE. SKSE64 AND SKYUI ARE STILL REQUIRED IF YOU USE THE MCM VERSION
- Added "Create your own flask note" and 1000 sterilyzed flask in a satchel for testing purpouses in the QASMOKE cell (ALSO IF YOU DON'T WANT TO BUY IT)
Version 1.3
- Added a line of code to properly exit the crafting menu if the anti-spam crafting option is enabled when you have run out flasks for SKYRIM VR users. Also working on SSE version as an additional anti-spam feature.
Version 1.2
-Added MCM menù tweak the mod as you see fit in the easyest way.
- Added also a message menu if you don't want use SkyUI, you can activate it by reading the "Create your own flasks for potions" note.
Version 1.1
- Fixed an issue on the access of the alchemy lab wich resetted the values of flask needed to default values.
- Added ulterior globals to edit the mod as you like, please follow the sticky post or main page for details.
Reality Alchemy: CONCOCTION NEEDS HIS FLASK The mod has been reworked from the ground up! TOTALLY SKSE FREE EVERY OPTION IS MODULAR
There are a lot of big overhauls over there which add tons of alchemy content. But the concept of "brewing a potion" that is wrong in vanilla skyrim, bottle appearing out of thin air? Spamming concoctions which are valuated 1000 gold just by picking 3 ingredients??? This doesn't make sense. Also when you drink a potion you can simply just take 200 minor healing potion and jamming those in your mouth and tadaaaa you are healed? Srsly??!
No chance, steel pants!
What this mod does:
Reading "Create your own flask for potion" note will open a message menu to handle every single part of the mod to suit your like. A foolproof quest will activate when you enter a store, adding this note to the inventory.
-To access to the Alchemy table you will require a number of "sterilized flasks" based on your Alchemy skill to be able to experiment safely and every concoction brewed will consume that number of required flasks. Ex. You have 100 in alchemy, if you have 2 flasks in your inventory you might access to the alchemy lab, and every potion will consume 2 flasks.
-To obtain "sterilized flasks" you have to buy them (Alchemist) or craft them (a quest will start automatically as you enter in a store giving you the instructions "Create your own flask for potion") or find them in alchemy loot.
- By consuming a beneficial potion will activate "drinking" animation, by poisoning a weapon you might trigger a negative animation (poison vapors will exhale, and the player will cough creating a detection event). You will be vulnerable in this state, use potion/poison wisely! You can still use multiple time the same potion but using the favorite menu.
-Empty wine bottles have a sense now. You can turn them at the Smelter for Glass. Also, consuming wine bottles will add an empty wine bottle item, consuming skooma or mead will add "Used flasks"!
-Consuming any kind of drink or concoction (except wine) will give you "Used flasks" which can be smelted for glass at the smelter. So you can recycle potions! You can also find "Used flasks" in alchemy loot.
- Potion failed features (fixed and improved in 2.6):
Now, when the potion fails, 3 random things will happen:
1 - Nothing will happen, but you will lose a random number of flasks (from 0 to 20)
2 - An explosion will occur, the player will suffer poison damage. This damage can and will kill you. Poison resistance becomes an important part of handling with alchemy now. You will also lose a random number of flasks.
3 - The result of a failed potion will manifest in a "Weird brew". The weird brew is a Misc object, if used will cause 10 random effect, half are beneficial and half are malevolent. Make sure you are prepared for the effect of this crazy concoction. You will also lose a random number of flasks.
The failed potions effect can be turned on and off in the MCM or Analog menu.
This mod doesn't touch potency, skill, perks, or else. Just the gameplay sense. The value of "Sterilized flasks" obviously has a direct impact on the value of a created potion.
All lvlist added by this mod are dynamically attached. There is no need to merge this mod!