hunterhearsthelmsley Posted November 3, 2019 Share Posted November 3, 2019 Posted idea on mod request but no response so i wanna try myself, Anyone know how i could go about this? ideally materials are wasted on failure but exp gained. higher skill reduce chance of failure, more valuable item higher difficulty. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 3, 2019 Share Posted November 3, 2019 The crafting system seems to be "hard coded" in this respect by default. I think you may need to get creative. SKSE provides some functions that allow for changing many aspects of the "recipes". See here: https://www.creationkit.com/index.php?title=ConstructibleObject_Script These do not affect alchemy or enchanting. Not sure of the best method to accomplish what you want. You may need to do a lot of testing. I would, however, recommend not making changes to the recipe when the workstation is activated. By that point the recipe is already loaded into the menu and may not reflect the change on that session. Link to comment Share on other sites More sharing options...
hunterhearsthelmsley Posted November 8, 2019 Author Share Posted November 8, 2019 thanks for the reply/info! if there was a way to add a 'chance for none' variable type of thing to the 'setresultquantity' script, could do the trick? is that possible? im useless when it comes to scripts though, i may be in over my head as far as enchanting and alchemy i cant find anything of the sort, suppose it would be done in the scripts as well? Link to comment Share on other sites More sharing options...
foamyesque Posted November 8, 2019 Share Posted November 8, 2019 The janky approach would be to add a script that listens for the crafted item being added to the player, rolls the dice, and if it decides they blew it, removes it from 'em. Link to comment Share on other sites More sharing options...
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