This mod contains a recipe for every meaningful combination of ingredients. This is what the Alchemist's Cookbook exists to fix. ![]() Your potions don't get more interesting as you get better at alchemy, you just get bigger numbers out of them. It's simply too much to remember, and the UI only helps so much because there's so many ingredients with so many effects. ![]() Otherwise, you have to keep an entire apothecary on you all the time and memorize what ingredients have what effects to make what interesting combination. You're likely to keep slapping together two ingredients that you know work (everyone remembers what Wheat and Blue Mountain Flowers make) and make a simple potion with one effect - maybe two if you're ambitious - rather than the 4 or 5 effects you could have. Your potions and poisons don't usually get more interesting as the game goes on. The final problem isn't specific to recipes, it's general to the alchemy system. They don't teach you the effect, so you're still better off ignoring them, and just finding the ingredient on your own and then discovering its effects the usual boring way. There's not very many recipes, and there are quite a few ingredients and many, many more combinations of ingredients. The vanilla recipes don't cover anything interesting. They aren't a particularly good system, though. This isn't bad it's a more interesting way to discover secondary effects than burning perks on alchemy, randomly combining things until you stumble into new effects, or just looking the effects up on UESP. The vanilla game includes a handful of recipes for potions and poisons you can make.
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