Crafting Skills Revamped

From Skyrim Nexus Latest Files


Major features:

    [*]Generic potions and enchantments and their player-made equivalents have similar ranges across the board. There is no generic item that is too weak or too strong for the player to craft one with equivalent strength.

    [*]Various Alchemy and Enchanting effects have been tweaked to improve balance, consistency, and cohesion within the skills.

    [*]Crafting skills do not directly improve each other, and the relevant effects have been replaced by new ones. This encourages build variety and eliminates certain tedious gameplay practices.

    [*]Compatible with vanilla-based content add-ons, like Beyond Skyrim and Project AHO.

More features:

    [*]The gold values of certain player-created potions now match up better with the generic equivalents.

    [*]Armor skill potions now increase armor effectiveness by a percentage, making them significantly more effective.

    [*]Block potions also increase bashing damage.

    [*]Weakness to Poison does not stack with itself.

    [*]There are now 14 skill enchantments that increase the skill directly.

    [*]Skill progression has been improved in order to put more value in increasing skill levels.

    [*]Combat, magic, and stealth skills now continue to provide benefits when buffed past level 100.

    [*]NPCs now benefit from combat and magic enchantments.

    [*]Lunar weapons have a new lore-friendly effect.

    [*]Muffle enchantments now display their effectiveness and scale properly when enchanting.

    [*]Smaller soul gems have increased enchanting capacity.

    [*]Smithing formulas have been tweaked for better consistency.

    [*]Chitin and Bonemold items only appear in the menu once Solstheim is visited.

    [*]Daedric items can only be forged at night.

    [*]Perks acquired from Black Book: The Sallow Regent improve item efficacy instead of crafting, eliminating more tedious gameplay practices.

    [*]Many bugfixes related to Alchemy, Enchanting, and Smithing are included.

Below is a more detailed breakdown of notable changes made by the mod.


Potion Effects

Cure Disease

    [*]No longer scales in value with skill. Player-made Cure Disease potions will generally have the same value as built-in potions (except for Hawk Feathers + Charred Skeever Hide).

Fortify Enchanting

    [*]Name changed to Enhance Enchantments.

    [*]Effect changed to “Staves and weapon enchantments are <mag>% more powerful for <dur> seconds.

Fortify Smithing

    [*]Name changed to Enhance Defense.

    [*]Effect changed to “Incoming physical damage is reduced by <mag>% for <dur> seconds.

    [*]Effect capped at 75%.

Fortify Heavy Armor / Light Armor

    [*]Effect changed to “Armor Rating of <skill> is increased by <mag>% for <dur> seconds.

Fortify Block

    [*]Effect changed to “Blocking and bashing are <mag>% more effective for <dur> seconds.

Poison Effects

Damage Health

    [*]Player-made poisons no longer have a duration.

    [*]NB: Because of how costs are calculated, the 1 second duration caused a large (~12.3) penalty to the cost of Damage Health poisons. Now their cost will scale the same way as built-in potions. Nirnroot and Emperor Parasol Moss are being buffed to compensate for the increased value of other ingredients.

Weakness to Poison

    [*]Cannot be reapplied.


Generic Enchantments

Fortify Alchemy

    [*]Name changed to Enhance Potions.

    [*]Effect changed to “Consumed potions are <mag>% more powerful.

    [*]No longer flagged as an Alchemy skill enchantment.

    [*]Krosis also uses the new effect.

Fortify Smithing

    [*]Name changed to Fortify Armor Rating.

    [*]Effect changed to “Increases Armor Rating by <mag> points.

    [*]No longer flagged as a Smithing skill enchantment.

    [*]Can be enchanted on the head slot, can no longer be enchanted on the body slot.

Fortify <skill>

    [*]Effect changed to “Increases <skill> skill by <mag> points.

    [*]Cicero’s Clothes, Jester’s Clothes, and Deathbrand Gauntlets use Alchemy version of Fortify One-handed instead.

    [*]Krosis and Kyne’s Token use the Alchemy version of Fortify Archery instead.

    [*]Krosis uses the Alchemy version of Fortify Lockpicking instead.

    [*]Most unique enchantments still use the old version of Fortify <magic school>.

    [*]Weapon skill damage scaling: 1 + 0.006 * skill

    [*]Magic skill cost scaling: 1.25*(1-(min(skill,100)*0.003)^0.5)*(1+0.0033*skill)

Fortify <magic school> & Magicka Regen

    [*]See changes for Fortify <skill>.

    [*]No longer learned from College robes.

    [*]Magicka Regen magnitude: 10 -> 50

    [*]NB: All apparel other than the College robes have the Magicka Regen effect at 50 magnitude.

Fortify Barter

    [*]No longer flagged as a Speech skill enchantment.

Fortify Magicka Regen

    [*]New enchantment named Mage Robes can be learned from robes with this effect, and it can be enchanted on the body slot.

Fortify Stamina Regen

    [*]Can be enchanted on rings, can no longer be enchanted on boots.


    [*]Effect changed to “Noise from movement is muffled by <mag>%.

    [*]Cost now scales with magnitude.

Chaos Damage

    [*]Player-enchanted effect changed to “Reduces the target’s Magic Resistance by <mag>% for <1> second. <50>% chance for each element of Fire, Frost, and Shock to do <10> points of damage.

    [*]Base magnitude: 1

Special Enchantments

Predator’s Grace

    [*]See changes for Muffle.

    [*]Stamina Regen magnitude: 1% -> 100%

Silent Moons Enchant

    [*]Name changed to Silent Moons.

    [*]Effect changed to “While the moons are out, burns the target and absorbs <mag> points of Health.

    [*]Enchantment cost removed.

    [*]Visual effects have been altered.

Notched Pickaxe

    [*]Name changed to Thunder Craft.

    [*]Smithing Expertise effect works as advertised.

    [*]Smithing Expertise magnitude: 5 -> 8

    [*]NB: 108 Smithing with perks unlocks a new Legendary+ tier for tempering.



Skyforge Weapons

    [*]Requires the Steel Smithing perk to forge.

Shellbug Helmet

    [*]Only appears when Shellbug Chitin is in your inventory.

Chitin & Bonemold

    [*]Only appear after Solstheim is visited.


    [*]Can only be forged between 9pm and 5am.

Optional Armor Tweaks

The Optional Armor Tweaks add-on modifies armor scaling to bring mage armor closer in power to physical armor and make it much harder to reach the armor cap. Dragonhide is also turned into a normal armor spell that follows the same progression as the others.


    [*]Armor skill rating scaling: 0.5*(1+0.005*skill)

    [*]NPC Armor skill rating scaling: 1.3*(1+0.02*skill)

    [*]Armor protection: 0.14% per point of Armor Rating

    [*]Hidden armor bonus: 3.5% per piece

    [*]Max armor protection: 84%

    [*]Armor tempering bonus at Legendary: +6

    [*]Dragonhide is single-cast and increases armor rating by 120 for 60 seconds.


    [*]Beyond Skyrim: BrumaCompatible.

    [*]Enchantment Reload FixIncompatible. The mod enforces the Enchanting table cost formula, which should not be used.

    [*]Project AHOCompatible.

    [*]Skyrim Community UncapperPatch available. Alternatively set the global variable MCBEnableUncapSkills to 0.

    [*]Summermyst – Enchantments of SkyrimPatch available.

    [*]Unofficial Skyrim Legendary Edition PatchCompatible.

Special Thanks

The Unofficial Elder Scrolls Pages, documenting useful information and bugs.

The Unofficial Patch Project Team, finding many bugs and fixes in the vanilla game.

skepmanmods, creating the Price-Charge Bug Fix.

Simon Magus, discussion and feedback on ideas.

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