[Questions] Crafting Menu Sorting!

Post » Thu Feb 14, 2013 2:47 pm

More questions from your favourite nobody! :3

This one, I suppose, is one many have thought of, some may have asked, but I don't think I've seen implemented.

Now, ironically, I haven't opened Skyrim for a while (not out of lack of want! D:), but my install is in such a state of disrepair with outdated mods and forced updates from Skyrim, I'm not even bothering to touch it right now, so it kind of bars me from checking certain things and making my questions less stupid. So, forgive me in advance if any part of my question is obvious as dog balls! (Should probably make that a leading part of my question-posts until I actually get Skyrim running again... XD)

Crafting recipes/menu items is the topic!

Now, I know crafting recipes can be 'hidden' based on set parameters, such as having items present or having a perk or skill level or such. I've done it myself a few times to de-clutter crafting menus in my personal mod selections so I don't have ten thousand bandoliers items in my face all the time. :tongue: (Love that mod, no harm meant!)

To the point: I was looking at base crafting recipes today, and I noticed the recipes for Dwemer scrap again in the smelter. Prior to this, I was pondering a way to have variable recipes, in an 'or' style.

So the question is thus: Is it possible to have a single recipe require one of several different items? As in, Dwemer scrap recipe: requires 1 or 2 or 3 or 4 or 5 scrap to produce 1-5 bars, or whatever the conversion rate is, rather than 5 separate items. Or, hypothetically, in the case of the bandoliers, is it possible to have a recipe simply be (an example, not any actual recipe or item:) 'Small vial bandolier: 3 leather strips, 2 leather, 1 dye item'.

I suppose then, the issue becomes 'How does the recipe choose items'? Or more accurately, if the player has, say, more than one dye in their inventory for the 'small vial bandolier', how do they choose?

(As a non-multi choice solution, I guess the only way to do it would be to have a set of hidden recipes that are basically identical to the base recipe and produce the same thing, but only activate if you have the OTHER item in your inventory. Basically choice appearing only as your inventory reflects it. My original spurring of this thought was the Elsweyr fondue; it uses an Eidar Cheesewheel, yet there are Eidar cheese wedges and sliced Eidar cheese available in the game, yet the latter two can't be used in the recipe, and I was trying to ponder a way to remedy that.)

Any thoughts on the subject/answers to above questions would be lovely! Thank you, amazing modding community!


EDIT: ANOTHER question but in the same thread, not relating to the above!

Would it be possible to 'rename' an item in the game, via a mod, and not have it be incompatible with anything that uses that item?

I'm talking about the dumbly named Deer Pelt, its two variants specifically. If possible, as a part of a mod I'm working on, I'd like to simply rename it to Elk Pelt, and not have it suddenly cease to function in all its uses. Just about entirely a cosmetic change.
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Laura Hicks
 
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