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skyrim special edition Werewolf Heart and Potion of Well Being
Scythe Bearer posted a file in Miscellaneous
Version 1.0.0
71 downloads
Tired of having to buy your Potions of Well Being from a single vendor way out in Raven Rock. No longer. With this mod, you can now craft your own. This mod adds Werewolf Hearts to the game to provide the necessary combination of effects to allow one to craft a Potion of Well Being. I will assume you are familiar with how crafting works. A Potion of Well Being has three effects. Restore Magicka, Restore Health and Restore Stamina. To make this potion you need two ingredients with all these effects, or three ingredients with the proper combination of effects. There are ingredients with Restore Magicka and Restore Stamina, and Restore Health and Restore Stamina. What is missing is an ingredient with Restore Health and Restore Magicka to complete the trifecta. Thus, Werewolf Hearts. Finding Werewolf hearts is simple. They exists in Werewolves. They also exist in the possession of Werewolf Hunters. Alchemist Vendors will sell them. How to make the potion? Well, you already know one ingredient. Use your Alchemy Skill to discover the other two. Or, you can occasionally find an Alchemist Vendor with the recipe for sale. Like all crafted potions, the effectiveness of the potion will increase with the strength of your Alchemy Skill, and the added strength of the enchantments on your gloves and rings and necklaces. Now, there is a caveat. Because of the way the Alchemy interface works, you will never create a "Potion of Well Being". Your potion will be named "Potion of" one of the effects in the Potion of Well Being. So use caution when selling your excess potions or stashing your potions in storage. You will need to look at the effects and not the name. This Mod has been cleaned with Xedit 4.0.3. This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod is available for Xbox: https://bethesda.net/en/mods/skyrim/mod-detail/4236689 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. -
Context: There are a lot of mods that add recipes for dozens of weapons, armors and items to the forge and tanning rack Problem: These recipes clutters the crafting stations, at the point is often hard to find the items you are interested in, unless you keep tab of them in notes outside the game. The solution I could come to this issue, is to make craftbook or craft-tokens for mods that already don't have them. Basically an item that, if you have it in your satchel, adds the recipes to the crafting rack. Otherwise they don't appear. I have a doubt, though. Having hundred of recipes hidden behind conditions (even an easy one, like having a book in your satchel) can impact the performance of the game or have can other damaging secondary effects?
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Before I leap in and potentially re-invent a wheel, is there an existing implementation of constructible items with multiple results? That is, more than one type of item is made, as multiples of a single item already exists, e.g. leather strips. It would have at least two uses: bonus items and deconstruction. My initial implementation wants to allow grain milling to result in both flour and straw, but I want to create a generic method. The idea is to borrow from hearthfire’s token system to run a script on the combo result that splits out the components when it enters the player’s inventory. It’s obvious enough that I expect it already exists, but can’t find it.