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Omeletter

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  1. Wow, if I don't get homework one week, I'm bound to get 6 pieces the other. Been doing homework. Lots of it. Playing Skyrim as well, of course. There's milk in the Hearthfire DLC. I guess you were referring to the fact that it is in a jug. I was thinking of making things like honey pots, sacks of flour/grain, and jugs of milk to be able to be split up into 4 bowls of milk, for example. This is to balance the servings, so you don't waste all the milk making one thing. Fruit juice. I was actually thinking of that, but more... useful in Skyrim I guess. Lots of fruit would have to be processed to yield a bottle of juice, and Skyrim isn't exactly overflowing with it. This is why I have thought about Kompot - an Eastern European and Russian drink made by cooking fruit, simmering it, in large amounts of water. It was originally used to preserve fruit for the winter. Might be useful in Skyrim. Akvavit - A spirit made with grains and spices, traditionally from Norway. Sounds good. You know your cheeses, haha. I decided to look past Cheddar in favour of older, much more "historical" cheeses. I found that Edam "ages and travels well, and does not spoil; it only hardens. These qualities (among others) made it the world's most popular cheese between the 14th and 18th centuries, both at sea and in remote colonies." I also found out about Gouda that "the first mention of Gouda cheese dates from 1184, making it one of the oldest recorded cheeses in the world still made today." Perhaps the generic "Cow's Milk Cheese" should have a resemblance similar to these two, but obviously, not encased in red paraffin. Maybe some mold around it like Oblivion's cheese had. There is a lot of dialogue about the East Empire Trading Company. One quest in Solitude requires you to pay off the tariffs for the woman who makes Spiced Wine. I was thinking the main imported cheese to be something like Brie or Camembert, sold in small cheese wheels. The vanilla Eidar cheese might be the aged Breton cheese they are referring to, although it might also be produced in Skyrim. I was thinking of leaving the milk alone with no varieties. I'm not sure how I can implement goat and mare milk and make enough separate recipes for them. Goat milk, for example, is used to make cheese, but the player can't make cheese, not even with this mod. Egg nog, yes! Thanks for mentioning that. I'm thinking of using Stros M'Kai rum as one of the ingredients for it. More expensive varieties will be made with Brandy.
  2. Ok, Half Life 2 wasn't as long as I expected, so I'm writing a part of what I wanted today. Oh yeah, you're right about the taste. Boiled carrots with no salt. :sick: I guess boiling results in the most loss of vitamins, since they leech into the water. Raw ones taste pretty nice and sweet. Overall, like you said, cooked food is the way to go, but like you said, it's not one sided, I mean I can't see myself cooking everything I eat. Some things are better off raw. Berries or fruit is an example, although pies and baked apples taste very good. Pet food. No natural vitamins, most is just a bunch of crap mixed together, especially those dry ones. The cause of most health problems in pets, I'd wager. We try to feed our cat actual meat, but food cans once in a while aren't bad. Ok, now the main part of this post. I'm going to update the food groups/lists I posted earlier, with some additions and changes. Fruit The majority of fruit recipes will be part of a pie, tartlet, etc. but some of them will be for the fruit as a whole. They are really simple, and will require few ingredients to make, e.g. baked apple. Vegetables First of all, courgette is another vegetable that will be added. Gourds will be treated as squash or marrow, and will have recipes as such, e.g. roasted gourd - 2 servings. Simply a gourd sliced in half and roasted with some salt. Herbs and Spices Here's a list of all herbs and spices that would be used as a seasoning for food. Some of them are technically not spices, e.g. lemons, but they are used as such. Frost Mirriam = Parsley Elves Ear = Bay Leaf Dill Lemon Black Pepper Cinnamon Raisins - another one that I'll add, mostly for baked sweet cakes and breads. Rosemary - I'm going to add this as it seems suitable for Skyrim. Very nice with roasts. Garlic Lavender Juniper Berries Cumin has been removed, as it doesn't seem that much suitable. Thistle and Mountain Flowers are not used to flavour anything, but instead are used as an ingredient, e.g. mountain flower salad. Beverages In vanilla Skyrim, we have: Ale, Argonian Ale, Argonian Bloodwine. Cyrodilic Brandy, Colovian Brandy. Nord Mead, Juniper Berry Mead, Ashfire Mead, Honningbrew Mead, Black Briar Mead, Black Briar Reserve, Dragon Breath Mead. Wine, Alto Wine, Spiced Wine, Firebrand Wine, Surilie Brothers Wine. Stros M'Kai Rum. Items that are commonly found, not quest items, and can be bought are in bold. As you can see, Skyrim has many (legal) alcohol beverages, but quite a lot of them are restricted to certain quests or locations. Some can be bought from merchants, e.g. Surilie Brothers Wine, but can't be found elsewhere in the world. I'm thinking of making some of them more available. I'm also thinking of adding the following beverages: Beer Cider Yes, I know what you said about beer, how it doesn't travel well, especially when I said it will be imported from Cyrodiil, but there's a beer that can easily fit in Skyrim's world. Sahti. Sahti is a traditional beer from Finland made from rye, wheat, barley, or oats, and uses juniper berries instead of hops like most beer does. Oh yeah, and the fact that there's rum in the game indicates that sugarcane is grown in Hammerfell, or parts of it. It would be sold in some places as well, primarily Solitude, where the only bottle of it is found. Also, according to some sources, there's a massive tariff on things coming in from Cyrodiil, which is why Colovian and Cyrodilic Brandy is so expensive and rare. So I'm guessing someone has tried smuggling a few bottles of the stuff. A few dozen. Shipwrecks, perhaps? Other, non alcoholic beverages will be milk and various teas. Black Tea - Tea imported from, say, Elsweyr by Khajiit caravans. Green Tea - Tea imported from eastern parts of Morrowind. Will be rare, very rare, considering what's going on in Morrowind at the time. Lavender Tea and Thistle Tea - Not technically teas, as they don't contain tea, the plant. Traditional recipes possibly came from Whiterun or Falkreath. Dairy Skyrim has milk, butter, and two kinds of cheeses. Dairy requires a lot more expansion. I'm thinking of adding the following: Buttermilk - a byproduct of making butter. Although, what would it be used for if not drinking? Yogurt - No, not the sugary one you can find in the store, the real sour one. The best kind. The only real kind. Nordic countries have their own yogurt called Filmjolk, which is "similar to yogurt, but using different bacteria which give a different taste and texture." Cheese - When I was looking up different cheeses, I was presented with lots of different kinds with obscure names. That's not what I wanted, I wanted simply categories of cheese. Skyrim has an everyday, simple mild goat cheese, and a blue(is it blue?) Eidar cheese. Looks like Stilton cheese. I want to add a few cheeses, but ones that are different from those we have now. I was thinking a soft, Brie like cheese, but name it appropriately after a High Rock city, e.g. Wayrest Cheese. Another cheese I was thinking of was Wensleydale. It is crumbly, slightly moist, and typically made with cranberries, which could be replaced with snowberries in this case. If you have any cheese ideas, let me know.
  3. Oh, I see. I don't know about increasing the value of raw food. That's a good reason for cooking food in the game. Cooked food will have small stat/skill bonuses along with increased health/stamina values. If I were to increase it for raw food, I feel that people might sometimes eat up raw meat just because. As you said, cooked protein is easier to digest. Cooked anything is easier to digest. I've read somewhere that humans managed to evolve to this, well, stage, because they have learned to use fire to cook meat, fatty bone marrow, and some vegetables, which not only made food easier to digest, but also opened up more things in said food to digest, as some vitamins and energy are broken down by the heat to a useful form. It's also the reason cooked vegetables, for example, taste better. A roasted carrot will be easier to draw nutrients and energy from. @Workers Haha, wow. I didn't expect that last part. Hmm... what if he made that couscous with dog-fed-dog-fed-dog? :biggrin: Ok, tomorrow I'm going to make a big post once again. I'm far too captivated by Half Life 2 to do anything here. The thing is, the more I play the more I want to play!
  4. Hahaha, that's pretty funny! I wonder what their reaction was when they found out what they've been eating... I looked around the internet a bit, and yes, dog and wolf stews up really nice, that's true. Someone served wolf meat without people knowing, and when he told them what they ate, they didn't believe it - it tasted too good. Also, "during the filming of The Grey, the cast members famously ate wolf meat. Accounts on how wolf meat tastes vary greatly, with descriptions ranging from "tough", "gristly", "distasteful" and "smelly", to "somewhat [resembling] chicken", and "very superior to lean venison"." So, I guess wolves can be used to replace some meat in stews, but it's best kept separate from other recipes when cooking it on its own. Sushi is a no no in this mod. I can't see it being lore-friendly in any way. While the Dunmer certainly had some asian influences, they are a unique race with a unique homeland. Maybe high elves had some sushi, but I doubt anyone wanted to bring the recipes to Skyrim. Even if somebody did, I can't see anybody making it considering this High-Elf/Thalmor thing going on. Yes, blubber of many animals - seal, whale, walrus, is eaten by many cultures living near the arctic. Many ways of preparing as well, and many uses for it besides food. Very healthy - animal fat full of Omega 3 and Vitamin D. What's not to love? Yeah, I said animal fat is good. People, and other animals, have been eating it for hundreds of millions of years as things evolved. I'm willing to bet this whole "low fat, plenty of grain" message that is common today is just a bunch of crap. Anyway, I decided to google walrus meat. This is what I got. It is basically "Horker meat" we get in Skyrim, except it actually looks correct. This is Skyrim's meat. Skyrim's horker meat is muscle riddled with fat, while realistic walrus meat is blubber. I'm going to change Horker Meat to Horker Blubber, along with the texture. Horker Meat will be actual meat, deep below the fatty surface of the horker. Marrow? Oh, you mean the type of squash. Yep, those are the uses I want to give to the Gourd.
  5. Maybe it's because you're the thane? If you're the thane, you can go around Dragonsreach collecting random stuff.
  6. Yeah, haggis seems like a good thing to put in the mod now. I'm also going to include sausages in that case. Few kinds will be added, most likely using offal meat in the recipes, just like they were traditionally made. Some will be dried to last longer. You will require pig's intestines though. I think there might be boars in the Dragonborn DLC, so they could be used instead. Yep - cooked meat is used as filling instead of it being cooked inside, so a stew can work with a pie. I was thinking of having several meat categories as well. Mainly, it is grouping birds into poultry, and beef, goat, and horse into simply "meat", while venison, bear, and other possible cuts being "game meat". This is mainly for complex recipes like pies, not simply cooking the meat on its own. For example, chicken or pheasant can be both used to make a Poultry and Mushroom Pie. Stuff like Horker, Salmon, Dog (will become Wolf instead, makes more sense), and whatever else there is will be kept separate. I was also thinking about that gourd thing we have in Skyrim. It's useless, and it was wrong to place it into the game, considering the climate, even in Riften, is unsuitable for it to grow. I was thinking of renaming it to Squash and allowing the player to use it in cooking, using it in similar recipes to butternut squash, for example.
  7. Ok, another wall of text here. I've been thinking about few things. First of all being the name of the mod. "Nordic Cuisine" doesn't exactly suit this mod. While yes, that is what partly the mod will offer, it isn't the only thing it will offer. The cuisine in Skyrim is varied from region by region, and has been shaped by foreign influences and trade over the period of Skyrim's history. You will be able to experience fruit and berries harvested from the forests of Falkreath and Riften, Breton dishes, expensive seasonings, and many imports in the markets of Solitude, and the freshest game from the tundra of Whiterun on sale in the Plains District. Thus, in my opinion, a more suitable name would be "Cuisine of Skyrim". I haven't mentioned sugar, but it is probably easy to guess judging by the recipes I've talked about in the previous posts that it will be added by this mod. Pies, tarts, and sweetrolls all require sugar, and this mod will provide sugar. There is moon sugar, which is "an addictive drug found in sugar canes native to the Tenmar Forest of southern Elsweyr.", so there is no harm in assuming that there is sugar cane which yields your common everyday sugar that is grown elsewhere in Elsweyr and exported to various provinces of Tamriel. While we're on the topic of baked stuff, I've also been thinking about their designs and styles. Sweet, fruit or berry pies will look like this, similar to the vanilla apple pie. This is for the purpose of decoration - a good looking thing on the dinner table, its looks matched by its taste. Pies containing poultry, meat, fish, vegetables, etc. will look like this, for the purpose of sealing the juices inside, and also for ease of transportation, as pies filled with meat is a satiating, tasty dish that is easy to handle on the go. Pumpkin pies, of course, would look like this. Bread. Since this mod is going to add more types of bread such as rye, there has to be some way to distinguish them. Vanilla bread looks exactly like the traditional sourdough bread; a rye flour based starter and wheat flour, so that's very good. I've been thinking that rye bread should have the same breadloaf style, but should be richer and darker in colour. Special loafs that had spices, nuts, fruit, etc. added to them will have a more elaborate design such as this Finnish rye bread, or these two sourdough breads. This is a good example of a wheat nut/fruit loaf - walnut and raisin bread. Large, round loaves will be able to be split into fours, while bread loaves will be able to be split into two portions. Small bread rolls that could go along with the main meal will look like these, or perhaps like these for a simpler design. Rye versions will be available. Flatbread will look like this - Flatbrød. As always, there will be a rye alternative. Hardtack - ship biscuit, will look like this. Biscuits will look like this and will be able to be made with either wheat or oatmeal and have different fruit/berries in them. Meat Note, this section may make no sense whatsoever, so I'm going to edit it and refine the ideas later on. This is not the final model. Just an idea. I've finally looked into cuts of beef. I've found these two very good resources illustrating the different cuts of beef. One. Two. As you can see, making over 30 (maybe a hundred if we're including other animals) different types of cuts, putting them into the game, and making them work with recipes while being easy for the player to understand is going to be a very tricky task. I'd say it's impossible. However, if you look at the bottom of the Angus Beef Chart, it says that; 22% are steaks, 22% are roasts, 26% is ground beef and stew meat, 30% is made up of fat, bone, and shrinkage. and after looking at Wikipedia and the charts, I found out that; The Chuck contains a lot of connective tissue. Meat from the chuck is usually used for stewing, slow cooking, braising, or pot roasting. Few steaks, few is still more than 0, few steaks are also made from the chuck - chuck eye steak. So, the chuck provides all the three types - Steak, Roast, Stew. Note, cuts that are said to be used for braising can be cut into stew meat, they are a pot roast, but those used for boiling are stew meat. Brisket and Foreshank - Braising, so basically roast and stew meat. Rib - Ribs for roasting, roasts, and steaks. Short loin - Steaks. Tenderloin roast or numerous filet mignon steaks. Tenderloin roast and the filet mignon steaks will be separated from simple "Beef steak", will be more expensive, and just to keep variety. Sirloin - Steaks. Short Plate and Flank - Braise. Round - Steak and Roast. Then there is offal - tongue, liver, heart, kidneys, tripe, maybe even lungs. The rest is fat and bones. The fat is going to be able to be rendered into Tallow, which can be used to replace butter in cooking ingredients, in particularly, pies, quiches, and tarts. The pastry is called shortcrust pastry and is made using the "half fat half flour ratio". The fat is any fat solid at room temperature. Butter, Lard, Tallow, for example. The bones are going to be used to make stock, which will be used to enrich various dishes. For example, a very simple one. Rice. Rice made with stock tastes amazing, so it will have better benefits in game. Now, we don't have many cuts, even though I want an in-depth butchering system. We have the 4 main cuts of meat - steak, roast, braise, and stew meat. Steaks are steaks. Roasts are roasts, but they can be made into stew meat. Braise cuts are for braising, searing then slow cooking with water, but also can be made into stew meat. Stew meat is stew meat. Basically meat cut into cubes. This sounds confusing, but let's put this into in game situation. You've got a Chuck. You use the butchering menu and you get, lets say, 3 steaks, 4 roasts, 9 braising cuts. You then cook the steaks, roast the roasts, and then turn the braising cuts into 18 stew meat. That stew meat can be used to make 18 stews.
  8. If you by any chance get another language version of any game, just right click on it in Steam and change it to English.
  9. @EnigManic Thanks. I'm not looking for recipes at the moment, but you can greatly help me by taking pictures of raw meat. I'm going to need a wide range of high-res textures of animal meat, fat, organs, etc. such as this one for example (Ok, maybe not that high res, but it would be nice if it was), as I will need to texture lots and lots of animal cuts.
  10. While unrelated, I've spent some time yesterday installing and updating mods, and played a bit of Skyrim today. I used Frostfall, Live Another Life, and Realistic Needs and Diseases to make a very immersive, survival experience. I started in some frozen, destroyed camp with charred bodies around me. I was left for dead. I saw the statue of Azura as I looked around me, and soon enough stumbled upon a warzone with dead bandits clad in fur; gloves, boots, cloaks, hoods, even backpacks. I dressed myself well enough to survive the cold, grabbed an iron broadsword, and pressed on to find my way to Winterhold, stumbling upon many goats, wolves, and even draugr trying to get a taste of my flesh. When I got to Winterhold, I sold some gear, had a warm stew and slept in a warm bed for the night, and then I went out south, hoping to get somewhere sunnier, warmer, but decided to spent a night in Windhelm first. For some reason, just playing a bit of Skyrim gave me lots of ideas as to what the mod should look like when it's finally done, and how it will contribute to my gameplay with survival mods.
  11. I gave some thoughts to Haggis and black pudding and honestly, I don't know. Maybe, if all required ingredients are simple. Never thought about werewolves or vampires. I'll probably make raw meat give better effects to werewolves. 50 percent better, for example. Sorry for not posting anything for so long, I guess I want this mod but not willing to do anything for it to happen. I'll make sure I actually start doing something soon.
  12. Some good ideas there. I wish I knew how to tackle nifskope. I can use blender as there are some good tutorials out there, but what do I do with nifskope? Instead of having fresh meat, I'm going to allow the player to create same foods with different animals or cooking fat. Yes, horse is a good alternative according to wikipedia, just much leaner. haha, you'd think I'd forget the mud crabs? I've read on wiki that some nordic country, I think Norway, has crab parties. Basically a seafood feast with crab being the main element - boiled and served with a couple of wedges of lemon, salt, pepper, some dill or parsley, and a drink like mead. Thanks for the idea of spiders, never thought about them, but I did think of chaurus. This is a book in Skyrim. http://www.uesp.net/wiki/Skyrim:Chaurus_Pie:_A_Recipe You can create multiple dishes before even getting to the final product, the pie. You have raw chaurus, if you call that a dish, then you roast it, which sounds pretty good and edible. Meanwhile you got a sauce going. You can leave it at this and you got a pretty tasty meal. Or you can go on and make it into a pie, 2 variations, with turnips and without. Yes, they certainly had to influence, and I will have to reflect that in the mod. I will add a few Breton dishes and put more emphasis on horse meat in places like Solitude, which will also enjoy a lot of various exports of foreign food and drink - many wines, cider, and different types of mead (dry, sweet, etc.) Will be added to the game in general. I also miss how in oblivion there was distinction - cheap wine vs expensive. Yes, argonian ale is going to be available. I will also have to make food reflect the status of people and the culture - Winterhold will have barely no fresh fruit or veg, perhaps having a lot of goods that doesn't spoil and tolerates the cold, maybe some fermented vegetables, Dawnstar will have lots of salmon and horker, Windhelm, in particularly the grey quarter, will have lots of salt rice and other things the Dunmer could have grabbed with them. You get the idea. That, however, doesn't mean you won't be able to get horse in Whiterun or saltrice in Riften. I'm simply going to make more of said foods show up where they will make sense. I've been thinking a lot about barrels and sacks you commonly see around. I'm planning to make the contents of them depend on the size, e.g. you wouldn't be able to find 3 sacks of flour in a sack the same size. Also, barrels will contain foods that undergo the process of fermentation, and beverages. Perhaps a 5 percent chance of a beverage barrel - mead, wine, etc. and a 5 percent chance of fermented food. Sacks will also contain long lasting foods like hard tacks - also called a sea biscuit, which can last months in proper conditions and is only edible when soaked, as it is nothing more than a rock hard piece of dough. Amount of salt will be increased. Seriously, how much salt is actually there in the sack if it lasts for 5 dishes? 1 kg of salt can last a long, long time. One sack will have to contain at least 16 salt piles. Maybe even more than 30. Also I have thought about smoked salmon and such. Smoking will be done in an oven. That's the easiest, and most logical solution.
  13. This is an idea I had in my mind for over half a year now. I'm now going to make it come true. This topic is just me throwing my ideas and taking notes, but your suggestions are welcome. Nordic Cuisine This is a mod that will add over a 100 of lore friendly recipes and ingredients. It will add fruit, vegetables, nuts, grain, fish, spices, etc. suitable for a Nordic climate and culture, which will allow you to create lots and lots of different dishes. I'm hoping to also implement two features that will set the mod apart from any other. They are - Butchering an animal and a food preparation menu. Butchering an animal will allow you to, well, butcher an animal, allowing you to collect various cuts of meat. If it's an animal that you can normally eat - then you can butcher it, e.g. cows, deer, horkers (lots and lots of blubber), boars (Dragonborn DLC), wolves, rabbits, and horses. By butchering an animal, you will get cuts like these from it, and these cuts can be "refined" into smaller cuts, like the Chuck of a cow which can be turned into many different pieces as shown on the picture, which can be turned into many different recipes, or the whole chuck can be roasted, etc. I'm hoping that I can get butchering to work like this, which I think is the best way. 1. You manage to kill a deer and snipe a rabbit dashing past. 2. You walk up to the killed animals and loot the hide and your arrows back. 3. You activate the "lesser power" butcher animal. Now, when you activate the deer, you will now be presented with a dialogue box asking you whether to loot or butcher it. You choose to butcher the deer. The screen fades to black for a few seconds, and when it restores, a couple of hours have passed, the deer is gone, and now you're overencumbered with over 200 units of deer cuts, offal, and bones. You limp up to the rabbit, activate it, and the dialogue box appears again. You choose to butcher it, and since it's quite small, the screen doesn't fade to black to pass the time, you simply grab the whole skinned rabbit with you, and you will also get offal like liver or heart. I might as well make a "Rabbit Hide" item, since it has its uses - you will be able to either turn it into 1 leather at the tanning rack or sell it. 4. You use the lesser power again to deactivate it, so the next animal you try to loot wouldn't present you with the dialogue box. I think it's a good system. More realistic than simply looting massive pieces of meat immediately on the spot from the body in no time whatsoever. This also gets rid of the animal, because it's not there anymore. You've cut it up and grabbed it with you. I remember a mod for Fallout 3 called Amputate, where if you harvest something, that part of the body is removed. I wish this was implemented in Skyrim, so when you take some mudcrab legs, they get removed from the model. I don't think my system is going to be too hard to implement. It's essentially just a script that passes time, removes the animal, and adds a leveled list to your inventory, which contains the animal stuff. You manage to get to your camp, although slowly, and now you're thinking of keeping the best cuts for yourself, and selling the rest, which will possibly give you about 150 or so gold - I'm hoping to make hunting a good way to earn money by rebalancing all existing, and food added by this mod to a realistic value. This is where the food preparation menu comes in. It will be activated by clicking a misc item or something. This menu is a dialogue box, similar to many configuration menus other mods have, e.g. Deadly Dragons, Dance of Death, or Frostfall. There will be categories for measuring out the ingredients, e.g. 1 sack of flour down to 4 bowls of flour, because you don't get 1 puny bread loaf from that much flour anymore, but you don't want to make 4, so you split it down, and use 1 bowl of flour to make 1 loaf. In this case, however, you click the "Animal" category, click on "Deer", and choose the cut. The menu will show what you'll get and how much, and you click OK. You do that to the cuts you want to keep and cook for yourself, and put them away somewhere. You don't have to cut up the rabbit, you can if you want to get rabbit legs, etc. I'm also going to change salmon fishing - you won't get a steak, you will get a salmon added to the inventory. It's up to you to use the preparation menu to carve it into pieces, or prepare it whole. Another thing I'm thinking of is moving the recipes to their appropriate places. I will remove the ability to make "Roast X" from the cooking pot, for example, which will only allow you to make stews. However, I don't want to completely stop the player from using different cooking techniques, so 2 misc items will be implemented - Baking Stone and a Cast Iron Skillet. They will be found all over the world, and the baking stone will be craftable from 1 quarried stone at a smelter. These items will allow you to bake and fry/sauté things at the cooking pot. The idea behind this is that there's a source of heat that heats up the cooking pot, so you can use it to heat up the skillet. However, that doesn't mean you can make whatever you want anywhere. For example, the baking stone will only be useful for flatbread, hard tacks, or biscuits, but not for pies since they will need all around heat that the oven provides, not just the hot surface of the baking stone. This is as far as I managed to develop the ideas in my mind. Right now I'm going to compile a list of foods that will make sense in Skyrim, look at Scandinavian cuisine, and then start to write an in-game book "Cuisine of Skyrim" that will have to be read before the player gets to use the food preparation or butchering abilities. EDIT - Found something that will help me. Another thread about more lore friendly foods in Skyrim.
  14. This is an idea I had in my mind for over half a year now. I'm now going to make it come true. Nordic Cuisine This is a mod that will add over a 100 of lore friendly recipes and ingredients. It will add fruit, vegetables, nuts, grain, fish, spices, etc. suitable for a Nordic climate and culture, which will allow you to create lots and lots of different dishes. I'm hoping to also implement two features that will set the mod apart from any other. They are - Butchering an animal and a food preparation menu. Butchering an animal will allow you to, well, butcher an animal, allowing you to collect various cuts of meat. If it's an animal that you can normally eat - then you can butcher it, e.g. cows, deer, horkers (lots and lots of blubber), boars (Dragonborn DLC), wolves, rabbits, and horses. By butchering an animal, you will get cuts like these from it, and these cuts can be "refined" into smaller cuts, like the Chuck of a cow which can be turned into many different pieces as shown on the picture, which can be turned into many different recipes, or the whole chuck can be roasted, etc. I'm hoping that I can get butchering to work like this, which I think is the best way. 1. You manage to kill a deer and snipe a rabbit dashing past. 2. You walk up to the killed animals and loot the hide and your arrows back. 3. You activate the "lesser power" butcher animal. Now, when you activate the deer, you will now be presented with a dialogue box asking you whether to loot or butcher it. You choose to butcher the deer. The screen fades to black for a few seconds, and when it restores, a couple of hours have passed, the deer is gone, and now you're overencumbered with over 200 units of deer cuts, offal, and bones. You limp up to the rabbit, activate it, and the dialogue box appears again. You choose to butcher it, and since it's quite small, the screen doesn't fade to black to pass the time, you simply grab the whole skinned rabbit with you, and you will also get offal like liver or heart. I might as well make a "Rabbit Hide" item, since it has its uses - you will be able to either turn it into 1 leather at the tanning rack or sell it. 4. You use the lesser power again to deactivate it, so the next animal you try to loot wouldn't present you with the dialogue box. I think it's a good system. More realistic than simply looting massive pieces of meat immediately on the spot from the body in no time whatsoever. This also gets rid of the animal, because it's not there anymore. You've cut it up and grabbed it with you. I remember a mod for Fallout 3 called Amputate, where if you harvest something, that part of the body is removed. I wish this was implemented in Skyrim, so when you take some mudcrab legs, they get removed from the model. I don't think my system is going to be too hard to implement. It's essentially just a script that passes time, removes the animal, and adds a leveled list to your inventory, which contains the animal stuff. You manage to get to your camp, although slowly, and now you're thinking of keeping the best cuts for yourself, and selling the rest, which will possibly give you about 150 or so gold - I'm hoping to make hunting a good way to earn money by rebalancing all existing, and food added by this mod to a realistic value. This is where the food preparation menu comes in. It will be activated by clicking a misc item or something. This menu is a dialogue box, similar to many configuration menus other mods have, e.g. Deadly Dragons, Dance of Death, or Frostfall. There will be categories for measuring out the ingredients, e.g. 1 sack of flour down to 4 bowls of flour, because you don't get 1 puny bread loaf from that much flour anymore, but you don't want to make 4, so you split it down, and use 1 bowl of flour to make 1 loaf. In this case, however, you click the "Animal" category, click on "Deer", and choose the cut. The menu will show what you'll get and how much, and you click OK. You do that to the cuts you want to keep and cook for yourself, and put them away somewhere. You don't have to cut up the rabbit, you can if you want to get rabbit legs, etc. I'm also going to change salmon fishing - you won't get a steak, you will get a salmon added to the inventory. It's up to you to use the preparation menu to carve it into pieces, or prepare it whole. Another thing I'm thinking of is moving the recipes to their appropriate places. I will remove the ability to make "Roast X" from the cooking pot, for example, which will only allow you to make stews. However, I don't want to completely stop the player from using different cooking techniques, so 2 misc items will be implemented - Baking Stone and a Cast Iron Skillet. They will be found all over the world, and the baking stone will be craftable from 1 quarried stone at a smelter. These items will allow you to bake and fry/sauté things at the cooking pot. The idea behind this is that there's a source of heat that heats up the cooking pot, so you can use it to heat up the skillet. However, that doesn't mean you can make whatever you want anywhere. For example, the baking stone will only be useful for flatbread, hard tacks, or biscuits, but not for pies since they will need all around heat that the oven provides, not just the hot surface of the baking stone. This is as far as I managed to develop the ideas in my mind. Right now I'm going to compile a list of foods that will make sense in Skyrim, look at Scandinavian cuisine, and then start to write an in-game book "Cuisine of Skyrim" that will have to be read before the player gets to use the food preparation or butchering abilities.
  15. Thanks for all the replies, I fixed my issue! I downloaded Nifskope RC4, imported .obj there - the UV map is working correctly - and then exported the file as .obj again. I then opened the new Nifskope and imported the mesh back in. It works! The texture is displaying correctly.
  16. I searched every corner of the web for this, and found no answer. This is my last hope. Here we go. I made a simple cube in blender, applied a UV map to it, and applied a texture. Everything is fine, for now. I exported it as .obj I opened up the latest stable version of nifskope 1.1.1, which has recently updated, by the way. I opened a model of a vanilla Apple. Clicked the Nitrishape block, and imported my model over. I generated a collision mesh, and applied correct textures. The UV's are messed up. That's the only problem. Seriously, everything else is fine, I even managed to put it in game. The UV mapping looks like a messed up spiderweb in nifskopes UV editor. Why? Why the heck does it break? Why cant nifskope apply the correct UV? If you are going to blame it on blender doing something wrong, e.g. exporting it as obj in blender, believe me, its nifskope. I imported the obj back into blender and it looks fine. Once I import it into nifscope the UV goes crazy.
  17. I'm now reading every book I come across. A few more good ones. The Buying Game http://www.uesp.net/wiki/Skyrim:The_Buying_Game The Rear Guard http://www.uesp.net/wiki/Skyrim:The_Rear_Guard The Mirror http://www.uesp.net/wiki/Skyrim:The_Mirror
  18. I found this book in Ilinalta's Deep. It's called "Breathing Water". http://www.uesp.net/wiki/Skyrim:Breathing_Water What's your favourite book you've found?
  19. Forgot to update, but here's what I did for a test, which worked perfectly. Thanks for your help. Default Blender cube - transformed into triangle polygons for Skyrim, and UV mapped. Textured, and imported as .obj from blender. Loaded up a vanilla apple in NifScope. Imported the model into NifScope following these instructions. Renamed the texture path, generated collision mesh. Saved it as .nif. Opened Creation Kit, made it a new misc object. Placed in the game.
  20. I suggest the first thing you look at is Interesting NPCs. About 67/98 NPCs are voiced, so there is some work to be done.
  21. Ok, I have tried to find tutorials on how to do this, but they all are "How to make armour". It involves rigging bones, adding body meshes, etc, etc. I only need to import my mesh into nif and then make a misc item in CK. I'm following "Blender - Noob to Pro" tutorials/wikibook. I have managed to make a mesh (a pear, to be exact), that's not a problem. The problem is, I don't know what to do with it next. As far as I know, I need to do the following... Add UV (and make texture later in Photoshop). That requires no help. I can easily find a tutorial online. Add a collision mesh. I can probably do that as well. Now, what next? I need to import it into nifscope. Do I save it in Blender as .obj and then load Nifscope and import it from there? Or do I follow the instructions here? Do I really need to do that? These instructions are for people who want to load an existing mesh, change it, and put it back into the game as far as I know. Any help from somebody who had actually edited meshes and stuck them into the game is greatly appreciated.
  22. Ok, to become familiarised with modelling I decided to start with a pear. Yeah, a pear that would be integrated into Skyrim. Badass, I know. Anyway, I downloaded Sculptris, which is kinda like a free version of ZBrush. I made the pear, and reduced the polygon count of it to around 2,000. I saved it to a .obj file, which is blender compatible, because i know ill have to use blender next. However, I don't know what to do here. All tutorials are for armor/clothes and/or using older version of blender. The new one has a completely different interface. Can anybody please talk me through or link me to tutorials where it is shown what to do after I made the initial model? So far I know that I have to make a UV map, collision, and assign the material. I might have to do the retopology to reduce the poly count even further as well.
  23. Not much to tell. I open up Creation Kit, load up Skyrim.esm and Update.esm, and then I open up an exterior cell. All objects load up, but not the ground. Google didn't have anything on this subject. This never happened before, and the only thing I have done recently regarding Skyrim was buying Dawnguard, and editing the SkyrimEditorPrefs.ini file, so I could load Dawnguard up in CK. I reinstalled CK and the same thing is still happening. Any input is greatly appreciated.
  24. I'll wait a week for Steam to put a discount on it. If there isnt, i'll still buy Dawnguard.
  25. I prefer XCE. Lore friendly, HD, no need to download body type compatibility patches, and removes neck seams. What more could you want?
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