Skyrim

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perseid9 who is the original mod maker

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paulhanna

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21 comments

  1. theonyxphoenix
    theonyxphoenix
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    I was a bit disappointed when Vile Concoctions advertised alchemy bombs, but didn't let you actually create the bombs with Alchemy, but now you can. Now if only you could add an option to brew them with poison.
  2. ykkbg
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    This needs some alchemy tree perk, so does that mean that u can't use it if u r using an alchemy overhaul that changes the perks? Or totally remakes them?
  3. StrangeTreeSpirit
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    I've made quite a bit of progress in creating my version of this mod. I just need to figure out RND's spoilage scripts.
    My objective is to have a craftable "bag of wet grain" which spoils into "fermented grain," from which yeast can be harvested.
    I've also added the ability to harvest yeast from stale apples, and to make more yeast easily with a cooking pot.
    However, the only way to harvest the yeast from the apples or the fermented grain is to eat them, since I don't know how to link this script with RND's harvesting system. And the bag of wet grain spoils directly to spoiled junk...
  4. paulhanna
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    i'm considering updating this so instead of wheat, gourd, and so on, it uses a new item called yeast, which can be made from wheat, or i can make a hearthfire based version where it is made from flour instead. if i do that though, i would have to adjust recipes that in reality use yeast, like the bread in hearthfire.
    i can also make a requires: empty bottle feature where the recipes to make drinks (and water) require the empty bottle the drink appears in. ex: the empty wine bottle as a requirement for the alto wine recipe. or the empty skooma bottle required for making skooma and double distilled skooma?

    idk tell me what you guys request and i'll see what i can do
    1. StrangeTreeSpirit
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      As a brewer of alcoholic beverages, I have a few suggestions. I'm not sure if this first one is too complicated, but you could have a recipe to mix wheat, linen wrap, and water (or flour and water) to make a bag of wet grain, then wait for it to "spoil" and collect yeast from it. I personally think the yeast should be an alchemy ingredient, not a food item, like the mold. This is based on an actual technique that I read in a book about moonshining, and is totally realistic and lore-friendly. I know that linen wraps are found in tombs, so it might be gross to use them for brewing (unless you have Frostfall and you make them from clothes.)

      I have some suggestions about the alcohol recipes:
      Nord Mead - honey, water, yeast
      Ale - 3 wheat, honey, water, yeast (I've personally grown gourds, I know what they smell/taste like and I would not put them in my ale)
      Wine - 5 jazbay grapes, water (The wines should not use the grain yeast, since grapes are already coated with a natural wine yeast. Grain yeast generally doesn't like to digest fruit, and it can produce bad flavors in wine.)
      Alto Wine - 5 jazbay grapes, honey, water
      Mead with Juniper Berries - honey, water, 4 juniper berries, yeast
      I think the Black Briar and Honningbrew recipes look fine, just add the yeast. I haven't seen the Black Briar Reserve recipe yet but I think it should be the same as the regular, but with 2 honey, maybe one additional plant ingredient (like canis root.)

      I haven't looked at your "special" recipes yet (Firebrand, Dragon's Breath) but if I think they should be different I'll let you know.

      If you're feeling ambitious, maybe you could include a separate .esp for Dragonborn?
      Ashfire mead could be unlocked with the Thirsk juniper berry quest quest (honey, water, yeast, 4 juniper berries, 5 ashen grass pod)
      The Dunmer drinks (sujamma, matze, etc.) could be unlocked by helping the innkeeper at Retching Netch, and I imagine those recipes would include ash yams (sweet potato alcohol is a thing in real life.)

      I like the distiller idea for skooma, but realistically the alcohol should be made in barrels, as there is no liquor in Skyrim. Maybe you could also include a compatibility patch so the mead barrels in Hearthfire become brewing barrels, and add a distiller nearby. And it might be possible to have a "wait time" for fermentation.

      The skooma effects should be more intense, with visuals and nasty withdrawals and everything. There are already mods that do this but I don't think they're compatible with RND.


      I know this is probably a lot to ask for, but it would make your mod extremely realistic. Unfortunately I don't know how to mod, so I can't really help with any of this besides offering suggestions. If you have any questions about realism, alcohol, and the brewing process, I'd be happy to answer them.
    2. StrangeTreeSpirit
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      I just learned how to do recipes, so I'm going to go ahead and make these myself. I'll also try to make a separate file for the Dragonborn DLC beverages. If you like, I can send you the files when I'm done, or upload them myself.
      Afterwards I will try to figure out the food spoilage system, and add the yeast.
    3. paulhanna
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      sounds good.
      i was going to use the mold from RND instead of yeast since i didnt want to make a new ingredient, but that just wont make sense.
      anyway i'd love to see your version of this
    4. StrangeTreeSpirit
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      Well I made a craftable "Wet Bag of Grain" and added the option to craft that into "Ale Yeast." I also modified the alcohol recipes, removed the spiced wine (that's a secret recipe) and added the RND empty bottles. I also created recipes for Dragonborn DLC in a separate .esp file, and attached them to their quests.

      But after thinking about it, I realized that instead of modifying the RND file, it might be better to create a separate addon instead. Really I don't see a reason why the brew drinks addon should be associated with RND at all, besides using the RND empty bottle.
    5. paulhanna
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      i uploaded a file based on ur ideas, with of course my take on it. can u upload urs so i can check it out?
    6. StrangeTreeSpirit
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      Hey, sorry I disappeared for awhile. School's kept me busy. I'll check it out... I should have time to do modding again next month.
  5. psadahm
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    I'm using both RnD and Requiem1.8.1 and it works very well! XD thnx for the awsome mod!
  6. dpgillam
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    If you're interested in a "historically accurate" suggestion, actual vikings didnt have hops either. They used ground ivy (http://en.wikipedia.org/wiki/Glechoma_hederacea - Creeping Charlie or Alehoof) that was mildly acidic for a preservative. So Creep Cluster wouldnt be a stretch. Of course, Frost Majorim looks more like RL Alehoof, so that might be a thought too.
    Just a suggestion
  7. RavenCorbie
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    I would be interested in this mod, but as I'm playing as a Khajiit, I'd prefer a Khajiit way of learning the recipe for Skooma, rather than the clearing the bandits out, mainly because I wouldn't WANT to clear out the dealers for roleplaying reasons and it doesn't make sense that a Khajiit avoiding clearing out Skooma dealers out of a desire to preserve her culture's advantage in keeping Skooma would then be unable to craft Skooma herself. Depending on how easy you want the recipe to be, some thoughts are:

    1. Easy: finishing Kharjo's quest (also good for people who don't want to be in the Thieves' Guild or Mages' College)

    2. Also fairly easy, but requiring at least joining the College: finishing J'zargo's quest

    3. Harder, and requiring Thieves' Guild membership: finish the quest line that results in Khajiit merchants becoming Fences. When they become Fences, they are also able to sell you the recipe (This seems the most plausible to me, actually). I think this makes sense with the quest you already have, too: the two options depend on whether you're an honest help to the Jarl (who also wants to get rid of the Thieves' Guild) or a disreputable thief that has legitimate relationships with the skooma dealers themselves, and both start in Riften.

    Not sure what else would make sense.

    My idea isn't to replace the quest line you've chosen, but to give the player an option based on their gameplay (i.e. whichever quest they did first would grant them the recipe; although I suppose with an MCM, you could allow the player to enable one or both quests, but. . . ) Personally, I'm not a mod maker, so I have no idea how hard this would actually be. Obviously, if it's too complicated, don't do it. Oh, and I'm not suggesting only Khajiit's would have these options, since it involves a relationship with them and non-Khajiit's can develop relationships with them, so it would be the quest/quests and the fact the relationship with the Khajiit caravans will have changed, so now they're willing to sell/give you the recipe.

    Just some thoughts. As I mentioned, this is mainly an idea to avoid strange role play situations when playing as a Khajiit or anyone else who is in FAVOR of keeping Skooma flowing through Riften unrestricted. Though I'll admit I really like the idea of a hypocritical player getting rid of the dealers just to pick up the recipe and start crafting it himself. Very well thought-out!

    Al
    1. paulhanna
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      done. i just uploaded version 5: to craft skooma you need 2nd alchemist perk OR finish the thieves guild quest for tonilia about the deal with caravan, or just clear out the cragslane cavern dungeon. no longer do you have to have finished the quest for the jarl of riften.
      thx for the suggestion
  8. mrlosesafer
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    To make a milk bucket. get a bucket. as the primary obj.
    How ever the good is the ingrediants needed for the items one can brew looks rather intelligent.
  9. jdsren
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    Be pretty cool if instead using the cooking pot there was its own unique activator, maybe a barrel with its lid off and a tap on it or whatever.
    1. paulhanna
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      actually in reality you can brew alcohol on the stove, but thats only when mixing the ingredients, you still need to let it ferment and all.

      i am considering making a new crafting workbench in the shape of an alembic and call it the distiller, and that would be where skooma and drinks can be made. but if i do that, then i'd have to add it all over skyrim areas where alchemy lab/ breweries are, taking away the convenience of a cooking pot.

      i am open to suggestions from anyone
    2. jdsren
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      Personally I'd like a new station to craft the brew, mainly because my cooking pot menu is pretty giant and a new station might fit nicely in a player made winery area. Either way, cool idea that adds to the game nicely.

      Don't know how difficult it would be but if there is a way this station could make new enhanced brews from random herbs around skyrim it would add a lot the game. A nice jazbay grape and lavender mix to make you take more damage or alleviate the effects from lack of sleep would be worth carrying around. I hate having to find a bed just to sleep off my sluggish character using RND.
  10. Duskwitch
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    "Hey, you mix potions, right? Can you brew me an ale?" Yes, Mr. Hold Guard, yes, I can. xD