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DNA Splicing for Alchemy


Kolagon

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Basically, I would love it if you could gain certain abilities, spells, and passives by gaining it via alchemy, I don't mean it as temporary but permanently . Like say you want the healing factor of a Frost Troll, or the power to spit poison like the Frost Bite Spiders, or gain the defensive scale of dragons, or perhaps you want to run faster like a wolf, etc. Can It be done as a mod? does it exist already? Is it too complicated for anyone to make as a mod?

Edited by Kolagon
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Hunterborn and Caco together do some of this features if i am not mistaken.

Yea, but that's more 'plants', I'm talking about doing alchemy using the body parts of living creatures. Make a potion using fire salt? gain perma bonuses to destruction, gain fire resistence, and a change in your appearance to reflect you're now part fire atronach.

Edited by Kolagon
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Hunterborn and Caco together do some of this features if i am not mistaken.

Yea, but that's more 'plants', I'm talking about doing alchemy using the body parts of living creatures. Make a potion using fire salt? gain perma bonuses to destruction, gain fire resistence, and a change in your appearance to reflect you're now part fire atronach.

 

I suppose you could "cheat" ( not a slam, I'm so old that to me, a cheat just means anything not canonically part of a game, like "Family rules" ) by giving a (mod created) potion effect an unlimited timeout, or as close as the game engine/etc allows. Maybe even add some trivial periodic *script to boost the value up if it cannot be set to infinity. (*for instance, it fires up on savefile load and it checks player benefit list, and if it includes the "I'm part astronach" bene, resets the benefit's value to the max )

 

I mean, if you set the timeout to a month, or a year, (literally or figuratively, I mean the max allowed) how likely is it that you'd run out of time in a single session?

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