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Posted

Dynamic Potions by egocarib

 

This is a potion mod that has a nice MCM menu to change the way potions, alcohol, and food work through duration and strength variables. There are also some options to make things unique.

 

Same author as Enchanting Awakened so expect it to hit hotfiles by end of tomorrow. Should be a good one for those who don't like the basics of potions, and really who doesn't have some gripes.

Posted

Personally, I don't see the use for this in my game. It may be useful for balancing the game out for some people though - but you could do it easily with an ESP file - obviously every single item would need to be changed separately etc. Is the convenience worth another script running in the background? Questionable.

Posted

Updated to 2.0

 

* Improved efficiency and speed, and no script option during normal gameplay - keep your modding experience quick and clean.

 

* Compatible with all DLCs and any custom items added from other mods!

 

* Set potions and food effects to last anywhere between 1 second and 900 seconds. All potions and food items with a Restore Health, Restore Stamina, or Restore Magicka effect can be customized to your liking.

 

* Potions & food will heal the same total amount during their new duration, but you also have the option to increase or decrease the overall strength of potion and food effects so you can tweak them as you prefer.

 

* Custom options allow you to mark some items to be ignored by by the mod. Want to change all your potions to have a 5 second duration, but still want Skooma to heal you instantly? You can do it!

 

Bullet Point One sounds good!

Posted

I consider how potions and food work in Skyrim as a design inconsistency. Why the hell should i be able to pause the game, heal myself and be virtually immortal (as long as i get countless potions and don't get oneshotted) ?? Same applies to stamina and magicka.

Posted

Could you imagine Swift Potions working with an animated potions mod? it would get pretty hot in battle. I wish they could, at least using the hotkey function from swift potions at any rate.

  • 1 month later...
Posted

Wow... Seriously, wow. Dynamic Potions already looked good from the start, but wow, it's so much more.

 

I'm gonna try that along with SRB's suggested other mods. Was heading towards a mage playthrough anyway (with SPERG, Enchanting Awakened, and Apocalypse Spell Pack), so this is just really good icing for that.

 

Sent from my Optimus G using Tapatalk

Posted

Yeah, I think I'm gonna make a patch so RND foods allow vanilla buffs as well. Pair it with this mod and I could do my own "overhaul". EDIT: Unless one exists, and if so, please point me to it! lol

 

EDIT: Am I correct in thinking that we could theoretically share our settings as various "overhauls" as long as people had Dynamic Potions installed? That would be super nifty.

Posted

This looks really nice. Lots of options to make using alchemy more thoughtful and take away some of the (all too tempting) exploits in the vanilla alchemy system. Suggestions on how to set up the MCM menu options would be good.

  • 1 month later...
Posted (edited)

Update to version 3.1 --

 

* Now includes a price adjustment menu that gives you a great amount of control for customizing the value of potions, poisons, foods, and ingredients. Very useful if you share the sentiment that selling all your player-crafted potions kind of breaks the economy over time (this has always bothered me).

 

* Also added options allowing you to change whether individual potion & poison effects will stack or not stack.

 

Along with other thingamajigs and whatsits. As always, you can save the details of your unique and extensive setups using FISS.

 

(Nexus)

Edited by egocarib

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