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Showing results for tags 'alchemy'.
29 downloadsTired of having to buy your Potions of Well Being from a single vendor way out in Raven Rock. No longer. With this mod, you can now craft your own. This mod adds Werewolf Hearts to the game to provide the necessary combination of effects to allow one to craft a Potion of Well Being. I will assume you are familiar with how crafting works. A Potion of Well Being has three effects. Restore Magicka, Restore Health and Restore Stamina. To make this potion you need two ingredients with all these effects, or three ingredients with the proper combination of effects. There are ingredients with Restore Magicka and Restore Stamina, and Restore Health and Restore Stamina. What is missing is an ingredient with Restore Health and Restore Magicka to complete the trifecta. Thus, Werewolf Hearts. Finding Werewolf hearts is simple. They exists in Werewolves. They also exist in the possession of Werewolf Hunters. Alchemist Vendors will sell them. How to make the potion? Well, you already know one ingredient. Use your Alchemy Skill to discover the other two. Or, you can occasionally find an Alchemist Vendor with the recipe for sale. Like all crafted potions, the effectiveness of the potion will increase with the strength of your Alchemy Skill, and the added strength of the enchantments on your gloves and rings and necklaces. Now, there is a caveat. Because of the way the Alchemy interface works, you will never create a "Potion of Well Being". Your potion will be named "Potion of" one of the effects in the Potion of Well Being. So use caution when selling your excess potions or stashing your potions in storage. You will need to look at the effects and not the name. This Mod has been cleaned with Xedit 4.0.3. This mod was successfully tested on the Anniversary edition. This mod is available for Xbox: https://bethesda.net/en/mods/skyrim/mod-detail/4236689 This mod is meant to be used for game play only. Any other use is expressly forbidden.
529 downloadsAn overhaul catering to roleplayers. Now also including the Shivering Isles! Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates. So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud. * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders. * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers). IMPORTANT: If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well. If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead.
I'm sure this has been discussed before, but I have always wondered why Spriggans don't drop Spriggan Sap when you kill them. I'm pretty sure the official game guide stated that they were supposed to, but then for some reason the developers decided to only have them drop taproot as loot. This would probably not be something that would be appropriate for the USKP to address, but I just wondered what other people's thoughts are on this. Edit: I'm sorry, I just now realized this was being added to v. 2.0.