I found this in the Unofficial DLC discussion thread, and I thought it had some really good ideas for a potential crafting overhaul:
Yet another bunch of ideas I have had.
I really love the crafting system of Skyrim, so it's no wonder that I thought to ways to make it even more awesome...
Complexification and completion of the crafting system.
I would love to have more, and more complex features in the crafting system.
Here are some ideas that come to my mind.
Ability to weave clothes.
More raw materials : mithril, stalhrim, lead, brass, aluminium, tin, copper, wolfram, adamantium, meteoric iron, meteoric glass, frostbite spider silk, moth silk, lain, linen, hemp fibers, cotton, furs, chitins, domina, mother-of-pearl, ironwood, black ironwood, various bones, ivory.
Ability to use gems in alchemy (possibly after breaking them into powder).
Ability to use ores and raw materials in alchemy.
Ability to use food in alchemy.
Variety in leathers and furs induced by the variety among animal pelts (that is, for example, wolf leather and horse leather should have slightly different properties)
Named soulgems, souls having various properties, depending upon the creature they come from. For example, using a fire Atronach soul to enchant an item should provide a bonus to fire-related spells, and possibly a malus to frost-related ones. Maybe a new perk could allow to ignore the malus ?
Ability put runes on the armors and weapons (engraving or damascening), to endow them with a feable additional effect.
Ability to craft enchantings that behave in a special way under special circumstances. I have in mind some features present in Daggerfall, for example, weapons that are more or less powerful in holy places, or in daylight, or during the night. This could be further extended. For example, some enchantings could be more powerful under some astronomical circumstance, or during aurora borealis, or at dawn. If you use the soul of a servant of some Daedric Prince X, the weapon could be more powerful near X's altar, but less powerful near some rival Prince Y's altar, or near Stendar's altar. If Grummites are reintroduced through a DLC and if you use a Grummite's soul, the resulting enchanting might be much more powerful under water or under rain. The item could recharge itself slowly under these circumstance, and lose slowly its power under dry weather...
More special forges, and special enchanting altars and alchemy tables. For example, giving a purpose to the Lunar forge. And possibly relating it to a Solar forge, somewhere. Some Spectral forge would be very nice, too, in order to be able to craft weapons like the Ghostblade (and possibly you'd have to be taught by some Whispmother how to use it). Also, I would love that a DLC add an Ayleid ruin in Southern Skyrim, with possibly a forge dedicated to the crafting of meteoric iron and meteoric glass. Or a forge whith a cold fire transforming water into permanent ice... Maybe also a Daedric forge.
Being able to quench metal. Alchimy should be used to produce quenching media which would endow the metal with certain properties. Also, Alchemy should be used in producing special alloys... Another use of alchemy in smithing would allow to create special fuels for the forge, so that the magical fire produced can have an incidence on the crafted items.
Being able to create soulgems from ordinary gems. The alchemical properties of the gems should have an incidence on the properties of the resulting gem.
Being able to craft Sigil stones from morpholiths (this ability should be the reward of an extremely difficult quest, however, since the Sigil stones are supposed to be rare and of an immense value. )
Incidence of harvesting circumstances on the properties of harvested ingredients. For example, some flowers, when cut with a mithril or golden billhood under some lunar phases, may have some special properties.
Potions should be worth less when they produce both positive and negative effect, and an additional phase of purification should be added with the perk "Purity", here the player could chose which effect he wants to keep, and which ones he wants to withdraw.
A possibility to learn recipes from The Gourmet. Also, infusion recipes.
Possibility to learn special crafting techniques from forging or enchanting masters, or recipes from specialized alchemists. For example, one could learn special enchantings from a Spriggan or a Hagraven, or special runes from a Dragon, or from an Draugr, or special poison recipes from Falmers, or special smithing techniques by translating ancient Dwemer texts...
Well, ebony is required to forge daedric items in the Atronach Forge. And indeed, it is well known that ebony is a component of what's known as Daedric material. But what if one tried to infuse glass, or stalhrim, or ironwod, or meteoric iron, or any other raw material, wit Daedric fluids? Would it result in different kinds of Daedric materials? I would like to be able to try such experiments.
Necessity to use some alteration spell to preserve some ingredients from withering.
Ability to craft ceramics, earthenware, porcelain, pottery, glass bottles.
Also, crafting poisonous or healing candles, or creams, ointments, eye drops, inks for war paints...
I really love the crafting system of Skyrim, so it's no wonder that I thought to ways to make it even more awesome...
Complexification and completion of the crafting system.
I would love to have more, and more complex features in the crafting system.
Here are some ideas that come to my mind.
Ability to weave clothes.
More raw materials : mithril, stalhrim, lead, brass, aluminium, tin, copper, wolfram, adamantium, meteoric iron, meteoric glass, frostbite spider silk, moth silk, lain, linen, hemp fibers, cotton, furs, chitins, domina, mother-of-pearl, ironwood, black ironwood, various bones, ivory.
Ability to use gems in alchemy (possibly after breaking them into powder).
Ability to use ores and raw materials in alchemy.
Ability to use food in alchemy.
Variety in leathers and furs induced by the variety among animal pelts (that is, for example, wolf leather and horse leather should have slightly different properties)
Named soulgems, souls having various properties, depending upon the creature they come from. For example, using a fire Atronach soul to enchant an item should provide a bonus to fire-related spells, and possibly a malus to frost-related ones. Maybe a new perk could allow to ignore the malus ?
Ability put runes on the armors and weapons (engraving or damascening), to endow them with a feable additional effect.
Ability to craft enchantings that behave in a special way under special circumstances. I have in mind some features present in Daggerfall, for example, weapons that are more or less powerful in holy places, or in daylight, or during the night. This could be further extended. For example, some enchantings could be more powerful under some astronomical circumstance, or during aurora borealis, or at dawn. If you use the soul of a servant of some Daedric Prince X, the weapon could be more powerful near X's altar, but less powerful near some rival Prince Y's altar, or near Stendar's altar. If Grummites are reintroduced through a DLC and if you use a Grummite's soul, the resulting enchanting might be much more powerful under water or under rain. The item could recharge itself slowly under these circumstance, and lose slowly its power under dry weather...
More special forges, and special enchanting altars and alchemy tables. For example, giving a purpose to the Lunar forge. And possibly relating it to a Solar forge, somewhere. Some Spectral forge would be very nice, too, in order to be able to craft weapons like the Ghostblade (and possibly you'd have to be taught by some Whispmother how to use it). Also, I would love that a DLC add an Ayleid ruin in Southern Skyrim, with possibly a forge dedicated to the crafting of meteoric iron and meteoric glass. Or a forge whith a cold fire transforming water into permanent ice... Maybe also a Daedric forge.
Being able to quench metal. Alchimy should be used to produce quenching media which would endow the metal with certain properties. Also, Alchemy should be used in producing special alloys... Another use of alchemy in smithing would allow to create special fuels for the forge, so that the magical fire produced can have an incidence on the crafted items.
Being able to create soulgems from ordinary gems. The alchemical properties of the gems should have an incidence on the properties of the resulting gem.
Being able to craft Sigil stones from morpholiths (this ability should be the reward of an extremely difficult quest, however, since the Sigil stones are supposed to be rare and of an immense value. )
Incidence of harvesting circumstances on the properties of harvested ingredients. For example, some flowers, when cut with a mithril or golden billhood under some lunar phases, may have some special properties.
Potions should be worth less when they produce both positive and negative effect, and an additional phase of purification should be added with the perk "Purity", here the player could chose which effect he wants to keep, and which ones he wants to withdraw.
A possibility to learn recipes from The Gourmet. Also, infusion recipes.
Possibility to learn special crafting techniques from forging or enchanting masters, or recipes from specialized alchemists. For example, one could learn special enchantings from a Spriggan or a Hagraven, or special runes from a Dragon, or from an Draugr, or special poison recipes from Falmers, or special smithing techniques by translating ancient Dwemer texts...
Well, ebony is required to forge daedric items in the Atronach Forge. And indeed, it is well known that ebony is a component of what's known as Daedric material. But what if one tried to infuse glass, or stalhrim, or ironwod, or meteoric iron, or any other raw material, wit Daedric fluids? Would it result in different kinds of Daedric materials? I would like to be able to try such experiments.
Necessity to use some alteration spell to preserve some ingredients from withering.
Ability to craft ceramics, earthenware, porcelain, pottery, glass bottles.
Also, crafting poisonous or healing candles, or creams, ointments, eye drops, inks for war paints...