Project Ilmarinen
Description
Project Ilmarinen's primary goal is to add or modify existing aspects of crafting and related activities in an effort to make said activites more immersive. This mod has a secondary goal: make the features optional and, if possible, customizable. This mod makes extensive use of SkyUI's Mod Configuration Menu.
The name is a WIP title, subject to change, and is a reference to Seppo Ilmarinen, the great blacksmith in the Finnish epic, http://en.wikipedia.org/wiki/Kalevala. The name will probably be changed before version 1.0.0 is released, due to the fact that it might be difficult to stumble upon the mod when doing a search for crafting mods. If you have any suggestions for a better title, then please post them here.
-- Implemented features --
- Crafting requires time
Spoiler
Crafting an item requires time, which passes by at an accelerated rate. The amount of time that it takes to craft an item is affected by the type and material/style of the item. The crafting process is now a two-stage process: planning and execution. If nothing has been crafted once the menu closes, then nothing happens. If something has been crafted, then the animation starts and time is advanced by the calculated amount.
Options:
- Enable/disable the feature.
- Adjust the time needed to craft an item of a specific type.
- Adjust the material/style multiplier of a specific material/type.
- Adjust the tempering multiplier.
- Equipment rental
Spoiler
Tools, which are owned by an NPC, have to be rented in order for you to be able to use said tools in the presence of the owner. Attempts to use the tools, without permission, in the presence of the owner will elicit remarks. Repeated attempts will lead to increasingly hostile responses and ultimately the owner will do his or her best to drive you away.
Options:
- Enable/disable the feature.
- Adjust the cost of renting equipment.
- Adjust the duration for which you rent the equipment.
- NPCs are no longer pushovers
Spoiler
NPCs will no longer drop their personal crafting projects at the drop of a hat, just because you wish to use the same tools they are using. Now you will have to ask them if they could take a break and let you use the tools.
Options:
- Enable/disable the feature.
- Portable crafting
Spoiler
Portable crafting of all types currently in Skyrim and the official DLCs. The plan is to have an optional penalty system of some kind for all types of portable crafting.
Customizable hotkeys exist to allow for quick access to crafting, one key for each type as well as one that brings up a selection menu that shows all currently accessible crafting options based on the equipment in the player's inventory.
The tools can be crafted or purchased.
- Alchemy
Spoiler
Additional equipment is needed to create potions with the same potency as potions created at stationary alchemy labs. Scales allow you to measure ingredient quantities with a higher precision. Alembics allow you to create concentrated potions. Solid fuel alembics are quite common and can use firewood or charcoal as fuel, but they make it difficult to maintain a specific temperature. Liquid fuel alembics are rare, use fuels like Dwemer oil and allow the user to maintain a specific temperature much more easily.
Options:
- Enable/disable the penalty.
- Adjust the efficacy of alchemy without any additional tools.
- Adjust the added efficacy of alchemy with scales.
- Adjust the added efficacy of alchemy with a solid fuel alembic.
- Adjust the added efficacy of alchemy with a liquid fuel alembic.
- Mapped hotkey.
- Baking (Hearthfire)
Spoiler
You need a certain amount of firewood per crafting session or per crafted item.
Options:
- Enable/disable the penalty.
- Select the mode of penalty.
- Adjust the amount of firewood needed per session.
- Adjust the amount of firewood needed per dish.
- Mapped hotkey.
- Cooking
Spoiler
Same system as the one used by baking.
Options:
- Enable/disable the penalty.
- Select the mode of penalty.
- Adjust the amount of firewood needed per session.
- Adjust the amount of firewood needed per dish.
- Mapped hotkey.
- Enchanting
Spoiler
I haven't decided upon the kind of penalty system that I am going to use for enchanting and staff enchanting. Two ideas are currently under consideration: tiered equipment and candles as consumables (like firewood is for baking and cooking).
Tiered equipment would have several possible items: currently an enchanting board (exact copy of the tabletop version) and modified troll/human skulls. These items would have different positives and negatives.
Options:
- Mapped hotkey.
- Smithing
Spoiler
You need Fire Salts, just like Balimund's forge. Basically the same system as the one used by baking and cooking.
Options:
- Enable/disable the penalty.
- Select the mode of penalty.
- Adjust the amount of Fire Salts needed per session.
- Adjust the amount of Fire Salts needed per item.
- Mapped hotkey.
- Staff enchanting (Dragonborn)
Spoiler
I have yet to come up with a penalty system that I am happy with, though I am unsure if one is necessary.
Perhaps the weight of the needed tools is enough?
Options:
- Mapped hotkey.
- Tanning
Spoiler
I have yet to come up with a penalty system that I am happy with, though I am unsure if one is necessary.
Perhaps the weight of the needed tools is enough?
Options:
- Mapped hotkey.
- Tempering - Armor
Spoiler
I have yet to come up with a penalty system that I am happy with, though I am unsure if one is necessary.
Options:
- Mapped hotkey.
- Tempering - Weapon
Spoiler
I have yet to come up with a penalty system that I am happy with, though I am unsure if one is necessary.
Options:
- Mapped hotkey.
- Harvesting animations
Spoiler
This is my version of what http://skyrim.nexusmods.com/mods/33296/ does. My version determines which animation to use during runtime rather than based on which list the ingredient happens to be on. Where the player is looking is used when playing in first person mode and the position of the ingredient relative to the player is used when playing in third person mode.
Options:
- Enable/disable the feature.
- Smithing categories by item type
Spoiler
Separate plugin file in order to be optional.
Current categories:
Arrows & Bolts
Battleaxes
Bows
Daggers
Greatswords
Maces
Staves
Swords
War Axes
Warhammers
Armwear
Clothing
Cuirass
Footwear
Headgear
Shields
Jewelry
Building materials
Tools
Misc
- Recipes for vanilla Skyrim items that don't have them
Spoiler
Self-explanatory.
Options:
- Enable/disable the feature in order to reduce clutter.
- MCM sub-menus for compatibility patches
Spoiler
A custom sub-menu system that allows compatibility patches to add options inside Project Ilmarinen's menu in MCM. This is mainly to avoid cluttering up the main menu of MCM with a bunch of entries with only a few options each.
This system also allows me to indicate mods, which have reserved a slot, whether or not they require a compatibility patch and, if they do, if the patch is loaded.
Restrictions:
- Slots have to be reserved, but more can be added quite easily.
- Properties cannot be used, the GetFormFromFile function is mandatory.
-- Planned features --
- NPCs provide crafting services
Spoiler
I am still trying to figure out the best approach as I want this system to support recipes for items added by other mods without the need for compatibility patches.
- Harvesting parts from animals requires the right tools
Spoiler
You might be able to harvest a sabre cat's eyes with your thumbs, but good luck skinning one with your thumbs.
- New items and corresponding recipes
Spoiler
I would like to add items and recipes for stuff like traps and bandages.
-- Ideas that I want to or might implement --
- Campfires that aren't burning have to be manually ignited in order to use them when cooking.
- Firewood can be split into smaller parts for use with the solid fuel alembic in order to better match the size of charcoal.
- Some portable crafting types (for example smithing) assemble makeshift forges and worktables made out of stones found around the player. These crafting types also have sound effects that represent the player gathering and placing the stones.
- Sound effects representing the player taking out and assembling equipment.
- I am still debating whether or not to implement portable smelting.
Suggestions/ideas/comments are welcome.
http://imgbox.com/g/5IhPioiCgW to an image gallery that I will keep updating.
Image gallery changelog:
19.7.2013: Added 7 screenshots related to portable crafting
21.7.2013: Added 2 screenshots showing campfire detection and use when using the portable cooking feature
24.7.2013: Added 2 screenshots showcasing the template for compatibility patch sub-menus.