The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

A Dark Alchemists Mind
58 Comments
txmadhatter 16 Aug, 2019 @ 7:57pm 
i think mods crash your game if you dont have the mods that it has in the collection or in the required :(
Popo Bigles 16 Feb, 2018 @ 7:49pm 
Builds up damage over times and does not stop until he/she/it is dead.
BirdMan 24 Nov, 2016 @ 1:45pm 
about the dagger of infection what dose "infect" mean exactly?
Minibotas 30 Oct, 2016 @ 12:35pm 
"nature's gift" doesn't works properly, the "chest" doesn't gets new ingredients after 1 day, skyrim or irl, can you fix it?
HurricainReaperProductions 30 Sep, 2016 @ 7:39pm 
loving these mods especially this one mixed with alchemists arsenal and alchemists backpack and combined with my new buildable alchemist shack mod
Crawl 8 Aug, 2013 @ 3:33pm 
i like these spellmods, the locations are odd though
Sparrow 21 Mar, 2013 @ 2:49pm 
I adore your mods, this one especially! However I've been having a problem: after the first use of the nature's gift mindstate, I haven't been able to collect any more. The ingredient chest comes up empty. Could you please look into this? Keep up the great work!
Sergor Wolf Starke 4 Mar, 2013 @ 12:29pm 
thanks for that I was in game and had skyrims wiki up and it didnt tell me anything
dylandeheer  [author] 3 Mar, 2013 @ 2:20pm 
@shadow warrior - Right here [www.uesp.net]
Sergor Wolf Starke 2 Mar, 2013 @ 6:28pm 
where is elderblood peak??
jjb-54 27 Feb, 2013 @ 4:39pm 
I really like your work - you've done a great job. Thanks for you Time & Effort. :)
MGdragon13 26 Feb, 2013 @ 1:23pm 
Thank you for the mod!
odin.sch 16 Feb, 2013 @ 9:28am 
Uhh... The Dagger of Infection says "This item has insufficient charge", but it's supposed to have a static enchantment. Bug?
Darkly 8 Feb, 2013 @ 6:15pm 
a dark achlemist's mind................................................................... is full of pretty rainbows butterflies and DEATH!!!
dylandeheer  [author] 8 Feb, 2013 @ 8:50am 
dylandeheer  [author] 7 Feb, 2013 @ 4:40pm 
ANNOUNCEMENT
Fifth installment of the "Mind" series is going to be released this Friday!
Before Midnight! (GMT+01)
dylandeheer  [author] 7 Feb, 2013 @ 3:09am 
@johnjohn2306 - Both are already on my to do list :D

@colbyd - Thanks man!
CinematicBlitz 6 Feb, 2013 @ 11:31am 
This mind series is amazing it improves the game so much!
Ocean.wav 6 Feb, 2013 @ 8:45am 
you should do an assassins mind or thieves mind too
dylandeheer  [author] 6 Feb, 2013 @ 5:02am 
@kristofersage - I'm glad so. Fact is, it's all about patience :D
Durza1315 6 Feb, 2013 @ 4:32am 
I'm psyched to hear that too, Dyramisty.
dylandeheer  [author] 6 Feb, 2013 @ 1:09am 
@0Aim - I am greatly pleased by your comment. It's for people like yourself I get motivated to make mods. The "mind" series is simply a kick-off to test my skills and learn new things. My future plans are in fact "bigger" you see :)
[Red] 5 Feb, 2013 @ 5:26pm 
Man, now everytime that I'm looking at the workshop and see a "Mind" somewhere I'm litteraly going "Is that Dyramisty again? Yes? AWRIGHT!! Time to suscribe :D" and I've mostly done it everytime, I like the way you're tweaking without overchanging everything and yet still add some new flavors!

For now in "number" what your mods are adding isn't much, though I don't mind that, I'm wondering if you're planning someday to make the serie "bigger" once you tweaked every school/skills you wanted? I really like the way how the Mind's serie is thought and done, and just thinking of quest/system/spells/perks/whatever adding or changing some part(s) of the gameplay in that particular way tickles my player senses to death :D

In any case, I didn't comment on every mods you made, still I really appreciate your work and I'm looking forward for your nexts, keep it up!
Krist 5 Feb, 2013 @ 4:44pm 
How can you recharge the Dagger of Infection and what does it do becides paralyze the enemy?
Durza1315 5 Feb, 2013 @ 11:26am 
Yeah, I've been looking around for the same mods. In particular, it irks me to no end that Transmutation effects can't be obtained, like turning iron into gold (and for humor reasons, I'd love to be able to alchemically brew ale). Raising the dead Charles Dexter Ward style or turning into a horrific mutant Jekyll and Hyde style would be awesome to no end, too.
dylandeheer  [author] 5 Feb, 2013 @ 10:22am 
@vinchenzojackal&soldier@bay - Same goes for this feedback!
VinchenzoTheJackal & Shoon 5 Feb, 2013 @ 10:21am 
This is pretty nice! I like this! I wonder what else could be added? I understand Alchemy is a craft IRL and Fantasy that applies beyond mere potions. Maybe you can add crafting various other objects in game and maybe even other mythical Alchemy crafts oly used in story books and the like, such as 'Restoring the Dead' and 'Body Transformation'.
dylandeheer  [author] 4 Feb, 2013 @ 3:49pm 
@kristofersage - The effect will be random in future updates. Making them suffer from various effects. Glad you liked it :)
Durza1315 4 Feb, 2013 @ 3:47pm 
Gave it a whirl, going to give an upvote/positive rating. Makes playing an alchemist more enjoyable, and the method for portable alchemy is nice. Only complaint so far is that the dagger didn't do what I thought it would (inflict a random disease on enemy, inflict Weakness to Poison 100%, something more alchemy related), but rather paralyzes.
dylandeheer  [author] 4 Feb, 2013 @ 11:05am 
@[A59] My Marijuana is Ready. - Thanks man, perhaps my other mods will interest you more :)
Tenacity 4 Feb, 2013 @ 10:53am 
I'll pass on the download - Just not my kind of mod - But you've MORE than earned yourself a +Rating. :3
Durza1315 3 Feb, 2013 @ 5:12pm 
Fair enough. Hearing that a certain lack of detail is actually deliberate to keep things mysterious at least makes me feel better in an ironic fashion - means that you decided the details you omitted do not meaningfully impact or harm the user experience if they aren't known. So cool. I'll go ahead and give this a whirl for my upcoming Hearthfire home-owning alchemist.
dylandeheer  [author] 3 Feb, 2013 @ 5:01pm 
@kristofersage - I did not mean to get offensive, however I feel like most details are covered in the description. I intentially leave some thing to the player to find out, wouldn't want to spoil everything. If it makes you feel any better, the mod is not immersive and surely is compatible with other mods as long as they do not alter the dragonlair where the books are found (Eldersblood Peak). On a side note, I always try to balance my spells and will look in to people their suggestions must they not feel the same way about certain choices I made.
Durza1315 3 Feb, 2013 @ 4:56pm 
I don't usually download mods without a clear notion of what exactly is happening. If it adds something, I like to have numbers of how many or how much is being added. If it uses Magicka or is associated with a Perk, I generally like knowing what I can expect it to be comparable to. Downloading mods and needing to play the game to see what they do is a risk I'd take with someone else's computer, but not mine. At any rate, if you don't want me asking any more questions, that's fine. No need to get defensive, though, I'm not -going- anywhere with it besides finding out more about what your mod -actually does.-
dylandeheer  [author] 3 Feb, 2013 @ 4:41pm 
@kristofersage - I don't see where you going with this. Everything is self explanatory within the mod. Either try and enjoy or do not try at all :P
Durza1315 3 Feb, 2013 @ 4:36pm 
All right. Still the question of 'where do these gifts come from, where do they appear,' as well as their rarity...am I getting Red Mountain Flower? Daedra Hearts? Powdered Mammoth Tusk?
dylandeheer  [author] 3 Feb, 2013 @ 4:21pm 
@kristofersage - The mortar is added and will be retrieved at the same location as the spellbooks. (See screenshot) The amount fortified is a huge 40 points, however this will be level based in upcoming updates.
Durza1315 3 Feb, 2013 @ 4:15pm 
Mindstate: Nature's Gift
Put your mind in to full focus and recieve daily ingredient gifts that are based on your current level.

So do the 'gifts' just appear in your inventory? Lore-wise, where are these ingredients coming from?

Focus: Herbalism
Fortifies your alchemy skill for 2 minutes.

How large of an Alchemy Skill increase is it? +5? +10? +20?
Durza1315 3 Feb, 2013 @ 4:13pm 
Some questions before I DL:
Mindstate: Green Fingers
Put your mind in to full focus and perform alchemy on the go.
(Requires you to have your mortar with you)

Where do I get this mortar you'er speaking of? Is this something in the base game? Does your mod add it in?
dylandeheer  [author] 3 Feb, 2013 @ 3:15pm 
@jjb-54 - I'm really glad so!
jjb-54 3 Feb, 2013 @ 2:44pm 
BTW - I really enjoy your other mods ... very much so.
jjb-54 3 Feb, 2013 @ 2:41pm 
Okay - Broke down and made coffee.. :D
dylandeheer  [author] 3 Feb, 2013 @ 2:30pm 
@jjb-54 - I feel your pain man!
jjb-54 3 Feb, 2013 @ 2:28pm 
LMAO .. I forgot the S ... . o O ( sigh - back to reading 101 ) -- actually I NEED COFFEE!!! :D I had no cups today .... ::P
dylandeheer  [author] 3 Feb, 2013 @ 2:04pm 
@jjb-54 - Eldersblood Peak [www.uesp.net] - Exact location [www.uesp.net]
jjb-54 3 Feb, 2013 @ 2:01pm 
Where is Elderblood Peak? I tried to COC and CTD happened.
Iwah The Slovac 3 Feb, 2013 @ 1:03pm 
WHOA
dylandeheer  [author] 3 Feb, 2013 @ 6:19am 
A new mod in these series has been released, check it out!
A True Hunters Mind
dylandeheer  [author] 3 Feb, 2013 @ 3:46am 
@cubancommando - I already made a mod like that, look for: A Blood Benders Mind
Iwah The Slovac 2 Feb, 2013 @ 8:12pm 
make a mod that is with vampires that you can grab someone and bite them to drain health or make vampire