Tomzo711 Posted March 30, 2015 Share Posted March 30, 2015 (edited) One thing that has always irked me about Skyrim is how you just automatically know how to craft things in the game (sometimes requiring a perk first but still you magically discover ALL the recipes). This is a big problem for me because one, it's not immersive or logical and two, it's a HUGE waste of opportunity! I mean you dont magically gain the knowledge of all the enchantments or potion recipes, why does smithing get the special privilege? The way I see it is there is you should start off not knowing any recipes, not even how to make leather or leather strips. This would make that little starting quests with blacksmiths actually useful! They teach you how to make leather, leather strips, an iron dagger and a leather helmet..... Now what? Now you have to travel the world in search of Manuscripts! You still need the required perk to craft specific items but now you also need to find the knowledge of that item! You may find a good item manuscript that is 3 perks higher than your current teer, now you have store that manuscript until you are skilled enough to use it :smile: . Manuscripts would be books that once read (like spells) teach you how to make an item at a forge or tanning wrack.You cannot learn an item if you do not have the skill (perk) to craft it. They can be found around the world in loot lists or bought from or sold to blacksmiths. Cloth, leather, iron and steel would be the most common while others would be more rare and valuable. They should also be found in logical places, Dwarven items in Dwarven ruins, Ancient Nord items in Nordic tombs, Orcish items on Orc NPC's or in Orc Strongholds, Elven/Glass items on Thalmor or Thalmor associated areas, Ebony and daedric should be extremely rare (or not even obtainable to keep in line with Morroloot) and Dragon items should be found on Dragon Priests or around Word Walls. I feel a good way of going about this would be to use a SkyProc Patcher. It should be able to go through the player crafting table, remove them from the player (leaving 0 items known), generate them as books and then distribute them throughout the world. This method should also take into account mod added items so long as they use vanilla keywords. I'm not very knowledgeable in modding but I have seen enough done to believe that this should be very possible. I think this mod would be a fun game changer for people who like crafting but feel that there needs to be a bit more challenge to the system. Edited March 30, 2015 by charon711 Link to comment Share on other sites More sharing options...
notmyhome Posted March 30, 2015 Share Posted March 30, 2015 Lorecraft is what you're looking for. There's a bunch of compatibility patches for it, too. Link to comment Share on other sites More sharing options...
Tomzo711 Posted March 30, 2015 Author Share Posted March 30, 2015 Lorecraft is what you're looking for. There's a bunch of compatibility patches for it, too. Fully aware of it. But from what I have noted on it is it's been 2 years since it was last updated, it's practically abandoned and therefore most likely out of date for many of the popular mods out there. Making an automated system to replace it however would practically make it future proof without the need for patches or updates (maybe a few bugfixes). Link to comment Share on other sites More sharing options...
Tomzo711 Posted March 31, 2015 Author Share Posted March 31, 2015 I did some more looking into Lorecraft and see I misspoke about it's patches. Most seem pretty up to date which is cool but I still think having a automated system would work better and would drastically reduce the amount of esp's needed to get it running with your mod setup. Link to comment Share on other sites More sharing options...
BigBizkit Posted March 31, 2015 Share Posted March 31, 2015 and how would an automated system work? All items that you can craft have a recipe. The perks et altera are conditions in that recipe. Meaning, if you want e.g. a mod added weapon to depend on the player having read a "manuscript" you would need to add it as a condition on that recipe. Link to comment Share on other sites More sharing options...
Tomzo711 Posted March 31, 2015 Author Share Posted March 31, 2015 and how would an automated system work? All items that you can craft have a recipe. The perks et altera are conditions in that recipe. Meaning, if you want e.g. a mod added weapon to depend on the player having read a "manuscript" you would need to add it as a condition on that recipe. The way I had figured it would work is you have a SkyProc patcher. The Procer would scan your load order and configure all the recipes (vanilla and mod added) Then convert them to a format similar to how spells work by generating books with recipes attached to them so that when read you're given the recipe. Then take all the recipes that would normally show up when in crafting menu and remove them. Alternate way would begin the same but instead "Hide" the recipes known to the player and make the books essentially "Keys" to unlock one specific recipe. Might be safer but I'm not sure how exactly the inner workings of that part of the game work. No perks should need to be touched for this as everything else should work as usual, it's just hiding or removing the recipes from the player and then adding them back or unhiding them when the condition of reading a book is met. Link to comment Share on other sites More sharing options...
lofgren Posted March 31, 2015 Share Posted March 31, 2015 (edited) I'm confused. Do you know how to do this or not? You don't appear to know how recipes work but you seem very confident about the capabilities of a reproccer. If you can teach me how to make a reproccer I would be interested in attempting something like this. I don't think that you can check whether a specific book has been read nor "attach" recipes to books in the CK so it would be pretty remarkable if the reproccer allowed you to create new conditions and/or to hook a recipe to a book somehow, although honestly I have no idea how that last one would work because recipes really don't have any inherent relationship to actions the player has taken. Edited March 31, 2015 by lofgren Link to comment Share on other sites More sharing options...
Tomzo711 Posted April 1, 2015 Author Share Posted April 1, 2015 No, I actually know very little about modding. I mainly know rudimentary concepts of how things work within the game and with other 3rd party software like skse and skyproc. All im basically doing is tossing an idea out into the sea and hoping a fish takes it. I dont know exactly what is possible with skyproc but have seen some pretty amazinf things done with it like the Reprocer for Skyre or Everybody's Different. So Im hoping that what I am requesting is in the realm of possible. Link to comment Share on other sites More sharing options...
BigBizkit Posted April 1, 2015 Share Posted April 1, 2015 You see that is the problem: You are saying a Patcher should be able to do this when in reality you have no idea how they work. I seriously doubt a patcher can just "convert" recipes into spell tomes, which by the way would need to set e.g. a global on being read. So, you are saying a patcher should hide all recipes by adding a condition, auto create books, auto creat globals, auto create scripts, auto distrubute those books to leveled lists... Patchers are great but not omnipotent. What you want to do can only be achieved by lots of manual editing and thus cannot become an automated system. Luckily with Lorecraft you have a mod that has already done a huge chunk of such editing. Your best call is to expand upon it. Link to comment Share on other sites More sharing options...
Tomzo711 Posted April 1, 2015 Author Share Posted April 1, 2015 Well, I never meant it should be able to do it. I was putting ideas out there on the basis "if it could" do it. If it's not possible then that is fine, although it's a real bummer. Link to comment Share on other sites More sharing options...
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