Hello, all. I'm very new to TES modding but I'm an ambitious, intelligent young guy eager to learn. Recently, I downloaded the CK and dabbled (very lightly) in it, but it got me thinking- with all this power at my fingertips, what do I really want to change? Further, what needs changing? Many of my friends play Skyrim, so I've taken to asking everyone "What is your least favorite aspect, system, event, etc in Skyrim? What one change would you make? Weirdly (albeit understandably), many of my friends were deeply disappointed by the cooking system in Skyrim. I mean, they created an entirely new crafting system for what, less than 20 recipes, half of which are "[xyz] Meat + Salt Pile", and almost every crafted item does nothing more than "Restores 10 Health". Zzzzzzz. I spent some time tinkering with the CK and discovered it's incredibly easy to create (and modify) things just like this, and I was pleasantly surprised with the flexibility one has within the CK, even without scripting, modeling, or really any real understanding of what things actually do. With some trial and error I was able to make a few new items, and for reading all this way, here's one (granted the stats are very beta but I'm pleased with the image I managed to stumble upon): Click here- apparently the forum doesn't like this image extension. I am aware there are "cooking mods" out there- mods that modify existing recipes, mods that add new ones, mods that change food buffs, mods that require the player to eat, and probably more I've not yet discovered (I did some sleuthing to see if anything like I am planning has been done). However, I'm proposing some changes that are more immersive, exciting, and balanced. The Basics -All food separated into four "tiers" along with a fifth tier of "secret" recipes. Generally, foods of the same tier have similar (but not identical) power levels, values (more on this later), and required ingredients. The first tier includes almost all raw food materials- fruits, vegetables, Salt Piles (and perhaps some additional spices I am thinking of adding), and common raw meats. Every Tier 1 food item can also be used as an Alchemy reagent (just like Salt Piles)! The second tier is likely going to be smaller than the first tier, but includes rarer "base" ingredients- rare meats, nectars (a new itemtype), and possibly alcohols (if I choose to include brewing recipes in the mod). Tier 2 will also include a number of "intermediate" food items (created food products that are used in numerous other food recipes... things like Mixed Vegetables, Mashed Potatoes, bread-type items (rolls, cakes, loaves), and the like). The third tier includes food items created from mostly Tier 1 ingredients. These will have generally powerful effects, though likely nothing terribly exciting or unique. Tier 4 food products are the most powerful food items of all and largely unique, like the Daedric Souffle shown in the screenshot. Ingredients for Tier 4 items are often difficult to come by and valuable, though some Tier 4 items simply require large amounts of earlier-tier food products. Tier 5 items are where I think a lot of the excitement lies in the mod. Tier 5 food products are not necessarily the most powerful, but each one can only be cooked when the player learns the appropriate recipe- either from a recipe sold by a vendor, a recipe book existing in the world, a quest (potentially), or a hidden perk system (again, potentially). One item I'm working on is Fire Salt Curry, a food item that casts "Yor Tool Shul" (Fire Breath) when eaten, and grants a long-duration Fire Shield and Fire Resistance buff. I'm also considering (and please bear in mind I know nothing about scripting so I only assume this is possible) a very limited-quantity recipe that grants the player a perk point when consumed. Tier 5 items may also grant permanent stat/skill buffs... or penalties. These are the food items for die-hard Elder Scrolls foodies! -Generally, foods restore Health, Magicka, or Stamina (or a combination of the three)... but are percentage-based instead of Skyrim's flat restores (and regens). Most "prepared" foods also grant a "Well-Fed" bonus that increases skill experience gains by an amount proportional to the tier/difficulty of the food product. -Food buffs are mutually exclusive to allow for very powerful effects (like the Daedric Souffle). Eating another food before the buff expires will automatically overwrite the old food buff. I have a number of other ideas- cooking-based perks (likely placed in the Alchemy tree), cooking increases Alchemy skill, rewards for reaching thresholds of # of cooked items (i.e., a permanent 5 point Stamina buff for eating 250 Tier 1 items, a permanent 5% Magicka resist for eating a certain number of a specific food item, a free perk point for learning every Tier 5 recipe, etc), cooking quests, an entire cooking skill built from the ground-up with a hidden perk tree managed by a vendor, misc items that enhance or modify your cooked items, et cetera. Long-term goals are very lofty, as is quite obvious, but in the short-term I would like to just get a functional food overhaul out (%-based healing, 1-4 tier system, Alchemy effects for all T1 foods, enough new items added to make things interesting). Due to my lack of skill, however, I am just looking for some help with brainstorming things. I'm not begging for help with modeling or scripting or anything, because the whole point is to learn for myself, but I am only one person, and while I am mostly aiming to please myself with this mod, I would also love to create a mod that other players would enjoy as well. Any thoughts, criticisms, opinions, ideas, or anything else regarding my plans is more than appreciated!