[font=Georgia][size=3][b][color=#f6b26b]Requiem - Classic Alchemy Overhaul (R-CAO)[/color][/b] , formerly known as [b]Requiem - Alchemy Rebalance[/b], modifies [font=Georgia][size=3][b][url=https://www.nexusmods.com/skyrim/mods/19281]Requiem - The Oldschool Roleplaying Overhaul[/url][/b][/size][/font] ingredient strength, alchemy effects, crafted potion prices, and alchemy perk effects. Alchemy crafting no longer breaks the game economy, and the grindiness of the alchemy experience is significantly reduced in a balanced way.[/size][/font][font=Georgia][size=3][font=Georgia][size=3][b][color=#f6b26b]
R-CAO[/color][/b][/size][/font] is a fine tuned approach to alchemy aspects I like from both [b][url=http://www.nexusmods.com/skyrim/mods/74330/?]Requiem - Behind the Curtain[/url][/b] [/size][/font][font=Georgia][size=3][font=Georgia][size=3][font=Georgia][size=3]([b]BtC[/b]) [/size][/font][/size][/font]by zer0morph and [b][url=http://www.nexusmods.com/skyrim/mods/81785/?]Requiem - Behind the Curtain - AZ Tweaks[/url][/b] by Applesaucez, with a design focus of following as closely in Xarrian's narrative footsteps as possible to achieve balance and improve immersion. Although I looked at record edits of the previously mentioned two patches for inspiration, this patch is independently created using [b]Requiem[/b] records, and attempts to preserve the experience and play style of classic [b]Requiem[/b].
Compatible with all version of [b]Requiem [/b]from[b] 1.51 [/b]to[b] 3.x[/b][font=Georgia][size=3].[/size][/font]
Below is an in depth look at[b][color=#f6b26b] R-CAO[/color][/b]: [/size][/font][font=Georgia][size=3]
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[*][font=Georgia][size=3]Includes [color=#ffe599]Dragon Hearts, Dragon Blood, [/color]and[color=#ffe599] Powders of Chaurus Chitin, Dragon Bone, Troll Skull, [/color]and[color=#ffe599] Horker Tusk[/color] from Azirok's excellent [color=#f9cb9c]Requiem - Hard Times[/color] mod. Use the included patch when playing with "Requiem - Hard Times" and R-CAO in the same load order.[/size][/font]
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[*][font=Georgia][size=3]Actual extracts are now needed for gaining transformational Alchemy perks -such as Night Vision or Fortified Muscles- and are craftable at cookpots. A PC has access to a given body altering Alchemy perk when ingesting it's correlating extract, as long as the other standard perk conditions are met and the extract effect is active. Beware ingesting extracts in unsafe locations, as they overwhelm the PC while preparing their body to transform.[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3]Removes [color=#ffe599]Skooma[/color]'s random number generated instant death and turns it into a rare survivable overdose scenario, which can also now be totally avoided if a PC has a high enough Poison Resistance. Khajiit never overdose. Possessing the [color=#f9cb9c]Sanguine Rose[/color] makes [color=#ffe599]Skooma[/color] ingestion much safer and less depleting.[/size][/font] [color=#ffe599]Skooma[/color]'s description is more concise, and the visual effects last as long as all buff/debuff effects are still present.[/size][/font]
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[*][font=Georgia][size=3]Xarrian's classic [color=#f9cb9c]Ably Striking[/color] (Fortify Unarmed) alchemy effect is returned to [b]Requiem[/b] crafting and expanded to more ingredients (replacing some [color=#f9cb9c]Damage Magicka/Stamina Regen[/color] occurrences). [/size][/font]
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[*][font=Georgia][size=3][color=#ffe599]Oil of Fire, Ice, Storms,[/color] and[color=#ffe599] Silver[/color] are brought back into play from [b]Requiem 1.51[/b] and fine tuned. The PC again has access to a wider range of destructive alchemy that can be used at racks to coat arrows/bolts to convert them to their elemental destructive versions (and steel arrows/bolts into silver).[/size][/font]
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[*][font=Georgia][size=3][color=#ffe599]Human Flesh[/color] and [color=#ffe599]Hearts[/color] are fine tuned to be less OP as they are regularly found on human and Mer dead bodies in [b]Requiem 1.51[/b].[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3]Vendor/NPC potion prices are rebalanced to match the values of PC crafted potions from [font=Georgia][size=3][b][color=#f6b26b]R-AR[/color][/b][/size][/font] to maintain in-game consistency. This lowers the prices of some found[/size][/font][font=Georgia][size=3] or bought potions, while raising others, though many are approximately [/size][/font][font=Georgia][size=3]the same as what they were in [font=Georgia][size=3][font=Georgia][size=3][font=Georgia][size=3]base [font=Georgia][size=3][b]Requiem[/b][/size][/font][/size][/font][/size][/font][/size][/font][/size][/font]. [font=Georgia][size=3]Some vendor/NPC poisons, including [color=#f9cb9c]Affliction, Exhaustion, Fear, Fury, Spellbane, [color=#ffffff]and[/color] Spellfade[/color], have their strengths raised minorly to moderately -with corresponding [/size][/font][font=Georgia][size=3]price rebalancing- so that they are more compelling to actually be used [/size][/font][font=Georgia][size=3]by a PC. Vendor/NPC [color=#f9cb9c]Ably Conjuring/Deceiving/Destroying/Restoring/Transmuting[/color] potions have been capped at 25% spell cost reduction[/size][/font] so alchemy [font=Georgia][size=3]combined with magic use isn't quite as effortlessly overpowering.[/size][/font][/size][/font]
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[*][font=Georgia][size=3]Harvested quantities of most ingredients are the same as base [b]Requiem[/b], with minor reductions to the upper harvest range for ingredients like [color=#f9cb9c]spider eggs[/color], [color=#f9cb9c]snowberries[/color], [color=#f9cb9c]mountain flowers[/color], and some others.[/size][/font]
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[*][font=Georgia][size=3]Many ingredient base gold prices are the same as base[/size][/font][font=Georgia][size=3][font=Georgia][size=3] [b]Requiem[/b][/size][/font], although some have minor -and in a few cases moderate- increases. This encourages a PC to sell found ingredients for some minor gold in early game, and increases the expense of buying some ingredients from alchemists.[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3][color=#ff7700][color=#ffffff][font=Georgia][size=3][color=#f9cb9c]Effeteness, Enervation, Damage Magicka Regen, Damage Stamina Regen,[/color][/size][/font][/color][/color][/size][/font][color=#f9cb9c] Spellfade, and Spellfreeze[/color] potions are all rebalanced [font=Georgia][size=3]to be both reasonably priced for crafting and actually useful, with greater usefulness from rarer ingredients.[/size][/font] They will now all cause non-trivial amounts of damage to an opponent NPC's [color=#ffe599]Stamina[/color]/Regen or [color=#ffe599]Magicka[/color]/Regen, so a PC has a greater incentive to actually use them.[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3]Vanilla Skyrim mistakenly set vendor/NPC [color=#f9cb9c]Spellfreeze[/color] and [color=#f9cb9c]Enervation[/color] potions to respectively have [color=#f9cb9c]Damage Magicka Regen[/color] and [color=#f9cb9c]Damage Stamina Regen[/color] alchemy effects. Since the potions were of no real use, it didn't really matter, and base [b]Requiem[/b] doesn't fix that bug either. Since all of those alchemy effects are now much more useful in [b][color=#f6b26b]R-CAO[/color][/b], [/size][/font][font=Georgia][size=3]I've fixed the bug in vendor/NPC [color=#f9cb9c]Spellfreeze[/color] and [color=#f9cb9c]Enervation[/color] potions so their name is their effect.[/size][/font][/size][/font]
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[*][font=Georgia][size=3]Many rare and difficult to acquire ingredients have identical crafting strengths to base [/size][/font][font=Georgia][size=3][b]Requiem[/b] for their respective four [/size][/font][font=Georgia][size=3][font=Georgia][size=3]potion crafting[/size][/font] effects, although several common ingredients have some of their four potion effect strengths lowered. For[/size][/font][font=Georgia][size=3] example, [color=#f9cb9c]snowberries[/color] are just as strong as base [b]Requiem[/b] for crafting [color=#f9cb9c]Icebane[/color] potions (nod to [color=#1e84cc][url=http://www.nexusmods.com/skyrim/mods/11163/?][b]Frostfall[/b][/url][/color]), but the rest of[color=#f9cb9c] snowberry[/color] alchemy crafting effects are weaker. This makes it so an alchemist can't easily create expensive combination[color=#f9cb9c] Icebane/Flamebane/Frostbane/Spiritedness[/color] potions.[/size][/font]
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[*][font=Georgia][size=3]Having varying potion durations for the same alchemy effect in base [b]Requiem[/b] heavily messes with the ability to price them effectively, as in-game potion gold values are based on a formula of ([[color=#ffe599]Base Alchemy Effect value[/color]] x [color=#ffe599]Magnitude[/color] x [color=#ffe599]Duration[/color]). Crafted potions with longer durations are either worth excessive amounts of gold compared to shorter duration potions with reasonably balanced crafting gold values, or shorter duration potions end up being worth nearly nothing if higher duration potions have well balanced crafting gold values. Furthermore, many vendor/NPC potions vary wildly in duration from crafted potions in base [b]Requiem[/b], which also makes reasonable proportional pricing nearly impossible. This is fixed for all potion types. [/size][/font]
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[/size][/font][*][font=Georgia][size=3]Although many are unchanged, several alchemy high gold crafting recipes are lowered in value, while a small number of previously low[/size][/font][font=Georgia][size=3] gold crafting recipes are raised. [color=#f9cb9c]Damage Stamina/Magicka Regen, Frenzy, Regeneration, Rigidity, Spiritedness, Spellshield, Ice/Flame/Shockbane[/color], and several other potion recipes -or combinations of them- will no [/size][/font][font=Georgia][size=3]longer break the game economy. An alchemist PC won't create significant [/size][/font][font=Georgia][size=3]wealth without seeking out hard to acquire or rare ingredients, or having high alchemy skill and several crafting perks.[color=#ffe599] [/color][color=#dbb0a7][color=#ffe599]Healing, Magicka, and Stamina (HMS)[/color] [/color]potions, as well as some others, have had their crafting [/size][/font][font=Georgia][size=3]gold values raised to more closely reflect the base gold values that [/size][/font][font=Georgia][size=3]merchants sell their equivalent potions for, and are now minorly to moderately[/size][/font][font=Georgia][size=3] more useful to craft for increasing alchemy experience.[/size][/font]
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[*][font=Georgia][size=3][color=#f9cb9c]Poisons[/color] that damage [color=#ffe599]Health[/color] or [color=#ffe599]Stamina[/color], as well as [color=#f9cb9c]Tardiness, Paralysis, Fear[/color], and [color=#f9cb9c]Frenzy Poisons[/color], will not effect any being that is not mortal. This makes [color=#f9cb9c]Powders of Void, Ice[/color] and [color=#f9cb9c]Flames[/color] meaningful, and [color=#f9cb9c]Oils[/color] can now be used to convert arrows and bolts to have elemental destructive power.[/size][/font]
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[*][font=Georgia][size=3]Alchemy merchants -and several others- will now usually sell a moderate quantity of lower tier [color=#ffe599]HMS[/color] potions. This is achieved by significantly lowering the chances that [color=#ffe599]HMS[/color] potions wouldn't spawn at all in base [b]Requiem[/b]. No longer will Arcadia -and several others- taunt you by refusing to sell you [color=#ffe599]Healing[/color] potions while prominently displaying them around their shops.[/size][/font]
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[*][font=Georgia][size=3]The combined stat benefit of [color=#f9cb9c]Fortified Muscles & Alchemist Intellect[/color] perks now give the PC a +50 buff to each for [color=#ffe599]Health, Magicka, and Stamina[/color], reduced from +100 to each in base [b]Requiem[/b]. The [color=#f9cb9c]Alchemist Intellect[/color] [color=#ffe599]magicka[/color] regeneration buff -as well as the minor spell casting buffs- are unchanged. [/size][/font]
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[*][font=Georgia][size=3]The [color=#f9cb9c]Fortified Muscles[/color] [color=#ffe599]Stamina[/color] regeneration buff has been moved to the [color=#f9cb9c]Regeneration[/color] perk, which gives the [color=#f9cb9c]Regeneration[/color] perk a less underwhelming base effect, encouraging a PC to be more drawn to inve[color=#f4f4f4]st[/color][/size][/font][font=Georgia][size=3][color=#f4f4f4] a perk point there[/color].[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3][font=Georgia][size=3]Four of Xarrian's classic perk records are added back to the Alchemy tree, including fine tuned expansions of [color=#f9cb9c]Improved Elixirs[/color], [color=#f9cb9c]Improved Poisons[/color], [color=#f9cb9c]Immunization[/color], and [color=#f9cb9c]Regeneration[/color]. [/size][/font][/size][/font][/size][/font]
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[*][font=Georgia][size=3]The [color=#f9cb9c]Alchemy Skill Tree[/color] experience gain rate is doubled when taking the second [color=#f9cb9c]Alchemical Lore[/color] perk, and tripled when taking the third. This works in concert with rebalancing economy breaking gold recipe values, as well as[/size][/font][font=Georgia][size=3] removing easy access in early game to expensive combinations of alchemy [/size][/font][font=Georgia][size=3]recipes. A crafted 50 gold potion with [size=3][b][color=#f6b26b]R-CAO[/color][/b] [/size]can give up to the equivalent experience of a crafted 150 gold potion in base[b] Requiem[/b].[/size][/font]
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[*]Grain mills can be used to produce alchemical ingredients.
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[color=#f9cb9c]Human Skulls, Boar Tusks[/color], and [color=#f9cb9c]Goat Horns[/color] can now all be ground down into [color=#f9cb9c]Bone Meal[/color] at any [color=#ffe599]grain mill[/color]. [color=#f9cb9c]Mammoth Tusks[/color] can also now be milled into [color=#f9cb9c]Powdered Mammoth Tusk[/color].[list]
[*]All of the aforementioned bone items can now be broken down at any [color=#ffe599]smelter[/color], though it only gives about half the yield of [color=#ffe599]grain mills[/color] due to [color=#ffe599]smelters[/color] burning away some of the bone material (even less for [color=#f9cb9c]Troll Skulls[/color] with inherent weakness to fire).
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[color=#f9cb9c]Red[/color] and [color=#f9cb9c]Blue Glitterdust[/color] can now be produced with slightly higher yield at [color=#ffe599]grain mills[/color] (the base [b]Requiem[/b] [color=#ffe599]smelter[/color] recipe yields are unchanged to reflect slight yield loss due to heat damage).
[color=#f9cb9c]Powders of Flames, Ice[/color], and [color=#f9cb9c]Void[/color], [color=#f9cb9c][color=#ffffff]which require the [/color]Alchemical Lore[/color] perk to produce, can now be produced at [color=#ffe599]grain mills[/color].[list]
[*][color=#f9cb9c]Powder of the [/color][color=#f9cb9c]Void[/color] yields are higher at [color=#ffe599]grain mills[/color]. The base [b]Requiem[/b] [color=#ffe599]smelter[/color] yields for [color=#f9cb9c]Powder of the Void[/color] are unchanged.
[*][color=#f9cb9c]Powder of Ice[/color] yields are slightly lower at [color=#ffe599]smelters[/color] than base [b]Requiem[/b] (heat damages [color=#f9cb9c]Frost Salts[/color]).[color=#f9cb9c] [color=#ffffff]Y[/color][/color]ields are higher at [color=#ffe599]grain mills[/color].
[*][color=#f9cb9c]Powder of Flames[/color] yields are slightly higher at [color=#ffe599]smelters[/color] compared to [color=#ffe599]grain mills[/color] (heat supplements [color=#f9cb9c]Fire Salts[/color]).
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[color=#f9cb9c]Ice Wraith Teeth[/color] and [color=#f9cb9c]Essence[/color] can now be used to produce small amounts of [color=#f9cb9c]Powder of Ice[/color] at a [color=#ffe599]grain mill[/color] (or at a [color=#ffe599]smelter[/color] with a lower yield due to heat damage).
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[*][font=Georgia][size=3][font=Georgia][size=3]All ingredients added by Hearthfire and Dragonborn DLCs are integrated and rebalanced in[color=#ff7700] [/color][color=#f6b26b][b]R-CAO[/b][/color][/size][/font][/size][/font][font=Georgia][size=3][color=#ff7700][color=#ffffff].[/color][/color][/size][/font]
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This patch combines well with [b][url=http://www.nexusmods.com/skyrim/mods/90983]Requiem - Minor Arcana Reborn[/url][/b][/size][/font][font=Georgia][size=3].
Load [/size][/font][font=Georgia][size=3][b][font=Georgia][color=#f6b26b][size=3][size=3]Requiem - Classic Alchemy Overhaul[/size][/size][/color][/font][color=#f6b26b].esp[/color][/b] after [b]Requiem.esp[/b] (and before [b]Requiem for the Indifferent.esp[/b] if it exists in your load order).
[font=Georgia][size=3]If using [url=https://www.nexusmods.com/skyrim/mods/90691]Requiem - Immersive Divine Blessings (R-IDB)[/url][/size][/font]: load [font=Georgia][size=3][b][font=Georgia][color=#f6b26b][size=3][size=3]Requiem - Classic Alchemy Overhaul.esp[/size][/size][/color][/font][/b][/size][/font] before[b] R-IDB [/b]in your load order to get the most out of both mods.[/size][/font][font=Georgia][size=3]
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[url=https://www.nexusmods.com/users/4091255?tab=user+files]Click here to see other [b]Requiem[/b] improvement patches I've made or curate.[/url][/size][/font][/size][/font][font=Georgia][size=3]
Thanks to Xarrian for [b]Requiem,[/b] Ogerboss and the Requiem team for their continued development, as well as[font=Georgia][size=3][font=Georgia][size=3] zer0morph[/size][/font] and Applesaucez[/size][/font] for their creative ingenuity in inspiring this patch.
[/size][/font][font=Georgia][size=3]Thanks to Azirok for permission to include [url=https://www.nexusmods.com/skyrim/mods/54562]their excellent Requiem improvement mod assets[/url] in R-CAO.[/size][/font]
R-CAO[/color][/b][/size][/font] is a fine tuned approach to alchemy aspects I like from both [b][url=http://www.nexusmods.com/skyrim/mods/74330/?]Requiem - Behind the Curtain[/url][/b] [/size][/font][font=Georgia][size=3][font=Georgia][size=3][font=Georgia][size=3]([b]BtC[/b]) [/size][/font][/size][/font]by zer0morph and [b][url=http://www.nexusmods.com/skyrim/mods/81785/?]Requiem - Behind the Curtain - AZ Tweaks[/url][/b] by Applesaucez, with a design focus of following as closely in Xarrian's narrative footsteps as possible to achieve balance and improve immersion. Although I looked at record edits of the previously mentioned two patches for inspiration, this patch is independently created using [b]Requiem[/b] records, and attempts to preserve the experience and play style of classic [b]Requiem[/b].
Compatible with all version of [b]Requiem [/b]from[b] 1.51 [/b]to[b] 3.x[/b][font=Georgia][size=3].[/size][/font]
Below is an in depth look at[b][color=#f6b26b] R-CAO[/color][/b]: [/size][/font][font=Georgia][size=3]
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[list]
[*][font=Georgia][size=3]Includes [color=#ffe599]Dragon Hearts, Dragon Blood, [/color]and[color=#ffe599] Powders of Chaurus Chitin, Dragon Bone, Troll Skull, [/color]and[color=#ffe599] Horker Tusk[/color] from Azirok's excellent [color=#f9cb9c]Requiem - Hard Times[/color] mod. Use the included patch when playing with "Requiem - Hard Times" and R-CAO in the same load order.[/size][/font]
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[*][font=Georgia][size=3]Actual extracts are now needed for gaining transformational Alchemy perks -such as Night Vision or Fortified Muscles- and are craftable at cookpots. A PC has access to a given body altering Alchemy perk when ingesting it's correlating extract, as long as the other standard perk conditions are met and the extract effect is active. Beware ingesting extracts in unsafe locations, as they overwhelm the PC while preparing their body to transform.[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3]Removes [color=#ffe599]Skooma[/color]'s random number generated instant death and turns it into a rare survivable overdose scenario, which can also now be totally avoided if a PC has a high enough Poison Resistance. Khajiit never overdose. Possessing the [color=#f9cb9c]Sanguine Rose[/color] makes [color=#ffe599]Skooma[/color] ingestion much safer and less depleting.[/size][/font] [color=#ffe599]Skooma[/color]'s description is more concise, and the visual effects last as long as all buff/debuff effects are still present.[/size][/font]
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[list]
[*][font=Georgia][size=3]Xarrian's classic [color=#f9cb9c]Ably Striking[/color] (Fortify Unarmed) alchemy effect is returned to [b]Requiem[/b] crafting and expanded to more ingredients (replacing some [color=#f9cb9c]Damage Magicka/Stamina Regen[/color] occurrences). [/size][/font]
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[*][font=Georgia][size=3][color=#ffe599]Oil of Fire, Ice, Storms,[/color] and[color=#ffe599] Silver[/color] are brought back into play from [b]Requiem 1.51[/b] and fine tuned. The PC again has access to a wider range of destructive alchemy that can be used at racks to coat arrows/bolts to convert them to their elemental destructive versions (and steel arrows/bolts into silver).[/size][/font]
[/list]
[list]
[*][font=Georgia][size=3][color=#ffe599]Human Flesh[/color] and [color=#ffe599]Hearts[/color] are fine tuned to be less OP as they are regularly found on human and Mer dead bodies in [b]Requiem 1.51[/b].[/size][/font]
[/list]
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[*][font=Georgia][size=3][font=Georgia][size=3]Vendor/NPC potion prices are rebalanced to match the values of PC crafted potions from [font=Georgia][size=3][b][color=#f6b26b]R-AR[/color][/b][/size][/font] to maintain in-game consistency. This lowers the prices of some found[/size][/font][font=Georgia][size=3] or bought potions, while raising others, though many are approximately [/size][/font][font=Georgia][size=3]the same as what they were in [font=Georgia][size=3][font=Georgia][size=3][font=Georgia][size=3]base [font=Georgia][size=3][b]Requiem[/b][/size][/font][/size][/font][/size][/font][/size][/font][/size][/font]. [font=Georgia][size=3]Some vendor/NPC poisons, including [color=#f9cb9c]Affliction, Exhaustion, Fear, Fury, Spellbane, [color=#ffffff]and[/color] Spellfade[/color], have their strengths raised minorly to moderately -with corresponding [/size][/font][font=Georgia][size=3]price rebalancing- so that they are more compelling to actually be used [/size][/font][font=Georgia][size=3]by a PC. Vendor/NPC [color=#f9cb9c]Ably Conjuring/Deceiving/Destroying/Restoring/Transmuting[/color] potions have been capped at 25% spell cost reduction[/size][/font] so alchemy [font=Georgia][size=3]combined with magic use isn't quite as effortlessly overpowering.[/size][/font][/size][/font]
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[*][font=Georgia][size=3]Harvested quantities of most ingredients are the same as base [b]Requiem[/b], with minor reductions to the upper harvest range for ingredients like [color=#f9cb9c]spider eggs[/color], [color=#f9cb9c]snowberries[/color], [color=#f9cb9c]mountain flowers[/color], and some others.[/size][/font]
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[*][font=Georgia][size=3]Many ingredient base gold prices are the same as base[/size][/font][font=Georgia][size=3][font=Georgia][size=3] [b]Requiem[/b][/size][/font], although some have minor -and in a few cases moderate- increases. This encourages a PC to sell found ingredients for some minor gold in early game, and increases the expense of buying some ingredients from alchemists.[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3][color=#ff7700][color=#ffffff][font=Georgia][size=3][color=#f9cb9c]Effeteness, Enervation, Damage Magicka Regen, Damage Stamina Regen,[/color][/size][/font][/color][/color][/size][/font][color=#f9cb9c] Spellfade, and Spellfreeze[/color] potions are all rebalanced [font=Georgia][size=3]to be both reasonably priced for crafting and actually useful, with greater usefulness from rarer ingredients.[/size][/font] They will now all cause non-trivial amounts of damage to an opponent NPC's [color=#ffe599]Stamina[/color]/Regen or [color=#ffe599]Magicka[/color]/Regen, so a PC has a greater incentive to actually use them.[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3]Vanilla Skyrim mistakenly set vendor/NPC [color=#f9cb9c]Spellfreeze[/color] and [color=#f9cb9c]Enervation[/color] potions to respectively have [color=#f9cb9c]Damage Magicka Regen[/color] and [color=#f9cb9c]Damage Stamina Regen[/color] alchemy effects. Since the potions were of no real use, it didn't really matter, and base [b]Requiem[/b] doesn't fix that bug either. Since all of those alchemy effects are now much more useful in [b][color=#f6b26b]R-CAO[/color][/b], [/size][/font][font=Georgia][size=3]I've fixed the bug in vendor/NPC [color=#f9cb9c]Spellfreeze[/color] and [color=#f9cb9c]Enervation[/color] potions so their name is their effect.[/size][/font][/size][/font]
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[*][font=Georgia][size=3]Many rare and difficult to acquire ingredients have identical crafting strengths to base [/size][/font][font=Georgia][size=3][b]Requiem[/b] for their respective four [/size][/font][font=Georgia][size=3][font=Georgia][size=3]potion crafting[/size][/font] effects, although several common ingredients have some of their four potion effect strengths lowered. For[/size][/font][font=Georgia][size=3] example, [color=#f9cb9c]snowberries[/color] are just as strong as base [b]Requiem[/b] for crafting [color=#f9cb9c]Icebane[/color] potions (nod to [color=#1e84cc][url=http://www.nexusmods.com/skyrim/mods/11163/?][b]Frostfall[/b][/url][/color]), but the rest of[color=#f9cb9c] snowberry[/color] alchemy crafting effects are weaker. This makes it so an alchemist can't easily create expensive combination[color=#f9cb9c] Icebane/Flamebane/Frostbane/Spiritedness[/color] potions.[/size][/font]
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[*][font=Georgia][size=3]Having varying potion durations for the same alchemy effect in base [b]Requiem[/b] heavily messes with the ability to price them effectively, as in-game potion gold values are based on a formula of ([[color=#ffe599]Base Alchemy Effect value[/color]] x [color=#ffe599]Magnitude[/color] x [color=#ffe599]Duration[/color]). Crafted potions with longer durations are either worth excessive amounts of gold compared to shorter duration potions with reasonably balanced crafting gold values, or shorter duration potions end up being worth nearly nothing if higher duration potions have well balanced crafting gold values. Furthermore, many vendor/NPC potions vary wildly in duration from crafted potions in base [b]Requiem[/b], which also makes reasonable proportional pricing nearly impossible. This is fixed for all potion types. [/size][/font]
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[/size][/font][*][font=Georgia][size=3]Although many are unchanged, several alchemy high gold crafting recipes are lowered in value, while a small number of previously low[/size][/font][font=Georgia][size=3] gold crafting recipes are raised. [color=#f9cb9c]Damage Stamina/Magicka Regen, Frenzy, Regeneration, Rigidity, Spiritedness, Spellshield, Ice/Flame/Shockbane[/color], and several other potion recipes -or combinations of them- will no [/size][/font][font=Georgia][size=3]longer break the game economy. An alchemist PC won't create significant [/size][/font][font=Georgia][size=3]wealth without seeking out hard to acquire or rare ingredients, or having high alchemy skill and several crafting perks.[color=#ffe599] [/color][color=#dbb0a7][color=#ffe599]Healing, Magicka, and Stamina (HMS)[/color] [/color]potions, as well as some others, have had their crafting [/size][/font][font=Georgia][size=3]gold values raised to more closely reflect the base gold values that [/size][/font][font=Georgia][size=3]merchants sell their equivalent potions for, and are now minorly to moderately[/size][/font][font=Georgia][size=3] more useful to craft for increasing alchemy experience.[/size][/font]
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[*][font=Georgia][size=3][color=#f9cb9c]Poisons[/color] that damage [color=#ffe599]Health[/color] or [color=#ffe599]Stamina[/color], as well as [color=#f9cb9c]Tardiness, Paralysis, Fear[/color], and [color=#f9cb9c]Frenzy Poisons[/color], will not effect any being that is not mortal. This makes [color=#f9cb9c]Powders of Void, Ice[/color] and [color=#f9cb9c]Flames[/color] meaningful, and [color=#f9cb9c]Oils[/color] can now be used to convert arrows and bolts to have elemental destructive power.[/size][/font]
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[*][font=Georgia][size=3]Alchemy merchants -and several others- will now usually sell a moderate quantity of lower tier [color=#ffe599]HMS[/color] potions. This is achieved by significantly lowering the chances that [color=#ffe599]HMS[/color] potions wouldn't spawn at all in base [b]Requiem[/b]. No longer will Arcadia -and several others- taunt you by refusing to sell you [color=#ffe599]Healing[/color] potions while prominently displaying them around their shops.[/size][/font]
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[*][font=Georgia][size=3]The combined stat benefit of [color=#f9cb9c]Fortified Muscles & Alchemist Intellect[/color] perks now give the PC a +50 buff to each for [color=#ffe599]Health, Magicka, and Stamina[/color], reduced from +100 to each in base [b]Requiem[/b]. The [color=#f9cb9c]Alchemist Intellect[/color] [color=#ffe599]magicka[/color] regeneration buff -as well as the minor spell casting buffs- are unchanged. [/size][/font]
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[*][font=Georgia][size=3]The [color=#f9cb9c]Fortified Muscles[/color] [color=#ffe599]Stamina[/color] regeneration buff has been moved to the [color=#f9cb9c]Regeneration[/color] perk, which gives the [color=#f9cb9c]Regeneration[/color] perk a less underwhelming base effect, encouraging a PC to be more drawn to inve[color=#f4f4f4]st[/color][/size][/font][font=Georgia][size=3][color=#f4f4f4] a perk point there[/color].[/size][/font]
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[*][font=Georgia][size=3][font=Georgia][size=3][font=Georgia][size=3]Four of Xarrian's classic perk records are added back to the Alchemy tree, including fine tuned expansions of [color=#f9cb9c]Improved Elixirs[/color], [color=#f9cb9c]Improved Poisons[/color], [color=#f9cb9c]Immunization[/color], and [color=#f9cb9c]Regeneration[/color]. [/size][/font][/size][/font][/size][/font]
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[*][font=Georgia][size=3]The [color=#f9cb9c]Alchemy Skill Tree[/color] experience gain rate is doubled when taking the second [color=#f9cb9c]Alchemical Lore[/color] perk, and tripled when taking the third. This works in concert with rebalancing economy breaking gold recipe values, as well as[/size][/font][font=Georgia][size=3] removing easy access in early game to expensive combinations of alchemy [/size][/font][font=Georgia][size=3]recipes. A crafted 50 gold potion with [size=3][b][color=#f6b26b]R-CAO[/color][/b] [/size]can give up to the equivalent experience of a crafted 150 gold potion in base[b] Requiem[/b].[/size][/font]
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[*]Grain mills can be used to produce alchemical ingredients.
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[color=#f9cb9c]Human Skulls, Boar Tusks[/color], and [color=#f9cb9c]Goat Horns[/color] can now all be ground down into [color=#f9cb9c]Bone Meal[/color] at any [color=#ffe599]grain mill[/color]. [color=#f9cb9c]Mammoth Tusks[/color] can also now be milled into [color=#f9cb9c]Powdered Mammoth Tusk[/color].[list]
[*]All of the aforementioned bone items can now be broken down at any [color=#ffe599]smelter[/color], though it only gives about half the yield of [color=#ffe599]grain mills[/color] due to [color=#ffe599]smelters[/color] burning away some of the bone material (even less for [color=#f9cb9c]Troll Skulls[/color] with inherent weakness to fire).
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[color=#f9cb9c]Red[/color] and [color=#f9cb9c]Blue Glitterdust[/color] can now be produced with slightly higher yield at [color=#ffe599]grain mills[/color] (the base [b]Requiem[/b] [color=#ffe599]smelter[/color] recipe yields are unchanged to reflect slight yield loss due to heat damage).
[color=#f9cb9c]Powders of Flames, Ice[/color], and [color=#f9cb9c]Void[/color], [color=#f9cb9c][color=#ffffff]which require the [/color]Alchemical Lore[/color] perk to produce, can now be produced at [color=#ffe599]grain mills[/color].[list]
[*][color=#f9cb9c]Powder of the [/color][color=#f9cb9c]Void[/color] yields are higher at [color=#ffe599]grain mills[/color]. The base [b]Requiem[/b] [color=#ffe599]smelter[/color] yields for [color=#f9cb9c]Powder of the Void[/color] are unchanged.
[*][color=#f9cb9c]Powder of Ice[/color] yields are slightly lower at [color=#ffe599]smelters[/color] than base [b]Requiem[/b] (heat damages [color=#f9cb9c]Frost Salts[/color]).[color=#f9cb9c] [color=#ffffff]Y[/color][/color]ields are higher at [color=#ffe599]grain mills[/color].
[*][color=#f9cb9c]Powder of Flames[/color] yields are slightly higher at [color=#ffe599]smelters[/color] compared to [color=#ffe599]grain mills[/color] (heat supplements [color=#f9cb9c]Fire Salts[/color]).
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[color=#f9cb9c]Ice Wraith Teeth[/color] and [color=#f9cb9c]Essence[/color] can now be used to produce small amounts of [color=#f9cb9c]Powder of Ice[/color] at a [color=#ffe599]grain mill[/color] (or at a [color=#ffe599]smelter[/color] with a lower yield due to heat damage).
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[*][font=Georgia][size=3][font=Georgia][size=3]All ingredients added by Hearthfire and Dragonborn DLCs are integrated and rebalanced in[color=#ff7700] [/color][color=#f6b26b][b]R-CAO[/b][/color][/size][/font][/size][/font][font=Georgia][size=3][color=#ff7700][color=#ffffff].[/color][/color][/size][/font]
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This patch combines well with [b][url=http://www.nexusmods.com/skyrim/mods/90983]Requiem - Minor Arcana Reborn[/url][/b][/size][/font][font=Georgia][size=3].
Load [/size][/font][font=Georgia][size=3][b][font=Georgia][color=#f6b26b][size=3][size=3]Requiem - Classic Alchemy Overhaul[/size][/size][/color][/font][color=#f6b26b].esp[/color][/b] after [b]Requiem.esp[/b] (and before [b]Requiem for the Indifferent.esp[/b] if it exists in your load order).
[font=Georgia][size=3]If using [url=https://www.nexusmods.com/skyrim/mods/90691]Requiem - Immersive Divine Blessings (R-IDB)[/url][/size][/font]: load [font=Georgia][size=3][b][font=Georgia][color=#f6b26b][size=3][size=3]Requiem - Classic Alchemy Overhaul.esp[/size][/size][/color][/font][/b][/size][/font] before[b] R-IDB [/b]in your load order to get the most out of both mods.[/size][/font][font=Georgia][size=3]
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[url=https://www.nexusmods.com/users/4091255?tab=user+files]Click here to see other [b]Requiem[/b] improvement patches I've made or curate.[/url][/size][/font][/size][/font][font=Georgia][size=3]
Thanks to Xarrian for [b]Requiem,[/b] Ogerboss and the Requiem team for their continued development, as well as[font=Georgia][size=3][font=Georgia][size=3] zer0morph[/size][/font] and Applesaucez[/size][/font] for their creative ingenuity in inspiring this patch.
[/size][/font][font=Georgia][size=3]Thanks to Azirok for permission to include [url=https://www.nexusmods.com/skyrim/mods/54562]their excellent Requiem improvement mod assets[/url] in R-CAO.[/size][/font]