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Look at the topic tags. Think of the long, long lists to sort through when you git good at smithing.

 

Now look at the tags again.

 

If the smelter, forge, leather, and (after making sit-and-spin animations and a crafting menu open at all) spinning wheels sorted everything into those categories, each list would be shorter and easier to search out, especially if there was a secondary function to sort through the shades of a single item like Robes (arrow keys swapping the preview image...)

 

Why the Spinning Wheel? Because clothing and leathery Light items get assigned to the rack and it's an overloaded mess. Let's just say there's a hell of a good reason many cringe at Light armor or clothing setups for their characters. Or you can re-read the first sentence of this paragraph.

 

Why the Smelter? Because some mods expand smelting to do more than make just a few items into ingots.

 

It's honestly time for a SkyUI-level menu upgrade for crafting the various things we stick on our virtual carcasses.

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Good luck getting all the modded in stuff tagged. Heck, lots of folks don't even bother with proper ground meshes, let alone keywords. Not that it is of much use anyway. I know for certain when I am crafting something, 9 out of 10 I craft several outfit pieces from same collection. So the VERY last thing I need is those pieces stuffed into separate categories. There is already a name filter window, where I can type 'Elvenia' or 'Succubus' or 'Primrose' or whatever - and have just the pieces from that set conveniently listed, so I can craft legwear, headwear, armwear and buttwear from same list without any spinning wheels.

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Guest deleted162293063
My mod kind of have a way to solve this long list problem, in other way then sorting it just keeps thing at bay untill needed, jus when you want to craft something read a book that will open you all recipes of needed mod. Recipes of skyrim. So just need to make one temporal, like 5 minutes, magic effect and a spell book that distributes it. Then assign condition to all recipes of mod to be visible in smithing only when this effect is on player. The only this this is spell book that fades away after using, so we need a way to bring it back. But this is a loot of manual labour. Edited by GaeaNexusMods
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Guest deleted162293063
Despite that, I already finishing vanila weapons, so soon armour also will be finished. And that means all vanila stuff will be hidden unless you have recipe in your inventory, which you bought from blacksmith.
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Guest deleted162293063

And I see that making recipes for every itm is t

just overcomplicated, for vanilla and some most popular mods it should be good practise to save immersion. And for others like some adult mods it could be simply bounded to 5 minute effect from book.

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