Making a potion of restore/fortify health results in a potion that heals 'X' amount over 0 seconds and gives the player 'X' bonus health.
The reason I'm reporting this as a bug is that given the changes made to the health, stamina, and magika potions, where they are supposed to regen a lower number over time rather than give the player all the health at once, but the potion results in one with a vanilla restoring number and no regen over time.
Using blue mountain flower and wheat when making it, and the only mods I am running outside of this one that touches potions is your 'Better Crafted Potions" with its compatibility patch for this mod, and "Rustic Animated Potions and Poisons 2k"
AnimatedJester wrote: Making a potion of restore/fortify health results in a potion that heals 'X' amount over 0 seconds and gives the player 'X' bonus health.
The reason I'm reporting this as a bug is that given the changes made to the health, stamina, and magika potions, where they are supposed to regen a lower number over time rather than give the player all the health at once, but the potion results in one with a vanilla restoring number and no regen over time.
Using blue mountain flower and wheat when making it, and the only mods I am running outside of this one that touches potions is your 'Better Crafted Potions" with its compatibility patch for this mod, and "Rustic Animated Potions and Poisons 2k"
Potion effects are calculated based on their ingredients so if you are getting effects that don't match up with this mod it is probably because you have additional ingredients added or edited by another mod that aren't taken into account by this one. You can go into XExit and make yourself a patch if none are available for the mods you are using. It can be a little time consuming but it's really simple to do.
Seconded. I have this from time to time with creature mods, the CC stuff like Rare Curios which use vanilla Skyrim duration values more or less, new landspace mods like Bruma that add tons of their own foods and alchemical ingredients. Some caregiving time to a smashed/bashed patch will take all your troubles away.
I suggest creating a smashed/bashed patch and adding the couple simple keywords/relevant food effects to the food item yourself. I did this and although it took a very long time to do every vanilla and mod item, it all works flawlessly and I have 0 issues outside of something I caused myself. And it really doesn't take long to add a couple simple keywords to some food items, and add the three basic food effects from this mod for restore rate health magicka stamina. Takes some time but if you sit down with an hour to spare you could do all the BS Bruma food items pretty quickly and easily. It's also fun to kind of wing everything and add your own values, like if you think a Mutton should have better stamina restore or whatnot.
@skepmanmods Thanks for this great mod, any chance for support for this mod : https://www.nexusmods.com/skyrimspecialedition/mods/22496?tab=description ?
I really liked this mod and wanted to use it, but the fact that for some reason the Blacksmith's potions/elixirs and Enchanter's potions/elixirs did not seem to affect the crafting with any kind of alchemic bonus is a deal breaker. Not sure what the problem is exactly, but those potions wouldn't ever work for me.
Does this mod changes ingredients multipliers? If yes, where\how we can check which change exactly have been made?
And if it does not do such a change, maybe someone does know how to change multipliers for an ingredient?
P.S. by multiplier, I mean an entity that changes magnitude/duration/price of an MGEF of an ingredient. Like Jarrin Root has 200x multiplier for Damage Health effect: https://en.uesp.net/wiki/Skyrim:Jarrin_Root
P.S.S I could not find anything that would change the magnitude of Jarrin Root's Damage Health effect(or for other ingredients) in CK or xEdit.
Why even comment on a mod when you criticize the Idea of it, not actual content related mechanics. I don't like instant +50 health potions. You do. Leave author alone lol
BTW, the latest skyrim update would require an update for this mod due to the free DLC ""curios" which automatically gets installed and enabled... it adds 51 new ingredients.
Could you share the patch for fishing and S&S? I was searching for one but apparently you're the first one to make it. I would love to include in my mod list to complete the ultimate survival mode
Chose this over Apothecary. This one with Paulicus Poison Block and Creation Club requires 5plugins. Apothecary required 10+ from USSEP patch to each CC Plugin and so on. At that point i could just install CACO itself which always was a Clutter of Patches to begin with. So, i choose Alchemy Potions and Food Adjustments.
387 comments
The reason I'm reporting this as a bug is that given the changes made to the health, stamina, and magika potions, where they are supposed to regen a lower number over time rather than give the player all the health at once, but the potion results in one with a vanilla restoring number and no regen over time.
Using blue mountain flower and wheat when making it, and the only mods I am running outside of this one that touches potions is your 'Better Crafted Potions" with its compatibility patch for this mod, and "Rustic Animated Potions and Poisons 2k"
Potion effects are calculated based on their ingredients so if you are getting effects that don't match up with this mod it is probably because you have additional ingredients added or edited by another mod that aren't taken into account by this one. You can go into XExit and make yourself a patch if none are available for the mods you are using. It can be a little time consuming but it's really simple to do.
And if it does not do such a change, maybe someone does know how to change multipliers for an ingredient?
P.S. by multiplier, I mean an entity that changes magnitude/duration/price of an MGEF of an ingredient. Like Jarrin Root has 200x multiplier for Damage Health effect: https://en.uesp.net/wiki/Skyrim:Jarrin_Root
P.S.S I could not find anything that would change the magnitude of Jarrin Root's Damage Health effect(or for other ingredients) in CK or xEdit.
this is it:
https://www.nexusmods.com/skyrimspecialedition/mods/82324
Edit: Just found out that the FOMOD already includes a patch for the DLC
Survival mode as well but it'd be easy to do that
edit: I made a patch for fishing and S&S.
So, i choose Alchemy Potions and Food Adjustments.