Skyrim

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HansDavion aka David Moyer

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Mod Description
Change Log
Suggested Load Order
Acceptable Use Terms

Hello, I am Dave Moyer, aka HansDavion on the Nexus. This mod was made because I was a bit frustrated at the fact that you have to go searching everywhere for the crafting stations in the game, and wearing robes is useless, and being a magician means you die easily. So I decided to fix all of that, without getting too crazy with "game-breaking cheats."

I made a copy of the Temple of Kynareth in Whiterun (don't worry, the original is still there and intact) and I moved the copy out to the woods between Riverwood and Falkreath. If you stand in front of the Warrior Stone near where you escape the dragon at the very beginning of the game (on the trail from Helgen down to Riverwood) then you can look through the hole in the stone and you should see the place partly hidden in the trees across the river. When you approach, it puts a fast-travel marker (mine cart) on your map for the Mysterious Workshop. Or, you can use the console code "COC AAAMysteriousWorkshop" to teleport just inside the door. Either way, upon entering you will find a big mess because the previous occupant left in a hurry. There is a note here and another hiding in the wilderness west of Whiterun that give you some of the backstory here. Feel free to keep or sell anything you find inside the building; he's not coming back for it.

The main thing of note here is ALL the crafting equipment in one room! Enchanting table, alchemy table, tanning rack, smelter, forge, sharpening wheel, armor table, firewood station, even a cooking area over the forge's fire. And there is a shrine to each of the Nine Divines in the back of the room. Safe storage for whatever you might want to put away for later. Several beds. Fully nav-meshed so your followers will accompany you around the place. There is a super-powerful magic staff hidden somewhere in the world. Inside the workshop, some of the stuff that looks like garbage is actually unique outfits and jewelry for you to wear, with enchantments that will help you start with your crafting. (Of course it is OPTIONAL to use this stuff. You could just leave it on the floor if it makes you feel too overpowered.) There are also a few bottles of a unique potion that will further help you with your crafting. These cannot be bought or made by alchemy, so use them wisely.

I also made some small changes to a few spells and enchantments, to help out those that want to play as wizards. The oakflesh, stoneflesh, ironflesh, and ebonyflesh spells have all been beefed up so they are now actually useful. Ebonyflesh with all the Alteration perks, when wearing only regular clothing and robes, is just as good as a full set of Elven armor now. Yay. I've boosted several of the "fortify" enchantments: smithing, alchemy, each spell school, and each spell + magicka regeneration rate. I also added a NEW enchantment that will fortify your enchanting, just for the sake of completeness. And I changed the added effects for Thistle and also for Tundra Cotton so they both now act to fortify your Enchanting, Smithing, Alchemy, and Barter when combined in a potion. Good stuff, that is. HINT: I gave you two pairs of identical Lab Boots for a reason!

I do want to warn you though, it is possible to go too far with your enchanting and smithing. For armor, there seems to be no real limit. You can use your new fortify skill enchantments to create some truly monstrous equipment. (Do this by drinking a super-duper Fortify Smith/Enchant/Barter/Alchemy potion which was created while wearing some good Fortify Alchemy clothes; wearing some good Fortify Enchant clothes while enchanting some new Fortify Smithing clothes, then wearing those Fortify Smith clothes while sharpening weapons and armor). For armor, you can go as high as 1200 at least, for each piece of armor, without any visible problems. Weapons are a different story, so BEWARE. If you smith your weapons to the point where the listed attack damage goes too high (somewhere around 900) then the damage it actually does will reset to the weapon's original vanilla base damage... but then it is considered to be smithed to a higher level than normal so you cannot remove your fortify smith skills and try to sharpen it again. You can PERMANENTLY nerf your own weapons by doing this. So be careful when you're messing with my upgraded enchantments! Keep your weapon attack damage below 900 or you will be sorry.

CHANGE LOG
v. 1.0:
1. Adds house to the wilderness behind the witch's shack near Riverwood. House includes all crafting tools for alchemy, smithing, and enchanting. Includes four beds (2 adult, 2 child), 4-seat table for sitting, shrines to all the Nine Divines plus Nocturne, SAFE cabinets and chests for storage, misc. workshop clutter items.
2. Slightly enhanced Fortify Enchantments for: f. enchanting, f. alchemy, f. smithing, f. magic spell (magicka cost reduction), f. magic spell cost + magicka recovery rate.
3. Altered thistle and tundra cotton potion ingredient effect list. Now will provide: fortify smithing, fortify alchemy, fortify enchanting, and fortify barter with a longer than normal duration when combined in a potion.
4. Added several UNIQUE items to boost your alchemy, smithing, and enchanting skills. Spread them around the workshop. One of them can be disenchanted to learn the new "fortify enchanting" enchant spell, which can be used on chest armor/clothes, robes, jewelry, and footwear.
5. Added a UNIQUE staff with an enchantment that tosses a fireball with fire, lightning, and ice damage simultaneously. Hid it somewhere...
6. Placed dwemer torches near the front and side doors (outside) for better visibility.
7. Navmeshed inside and outside. Linked inner and outer doorways. 8. Added fast-travel map marker.

v. 1.01
1. Fixed a few tight corners in the navmesh where NPCs were getting a bit stuck. (Navmesh never goes right the first time, eh?)
2. Beefed up the magnitude and duration of the magical armor spells Oakflesh, Stoneflesh, Ironflesh, and Ebonyflesh. To give mages a bit more survivability in battle. Also gave a small beef to the Fortify Unarmed ability. Not much, but you will notice the difference.
3. Fixed an issue with the map marker.
4. Corrected an error in the �Fortify Enchanting� enchantment. It works now.
5. Added two letters (one in the Workshop, and one� for you to seek out) to provide a bit of backstory for the property.

v. 1.02
1. Changed names of workshop doors for compatibility with Greenhouse mod. (aaaMWDoorFront, aaaMWDoorSide, aaaMWDoorExtFront, aaaMWDoorExtSide)
2. Fixed minor error with North Arrow facing the wrong direction

DONE, considered the final version!

SUGGESTED LOAD ORDER for common mod types:
Skyrim
Update
DLC mods
Unofficial Update Patches
SKSE (optional)
SkyUI (optional)
Hi-Res 1, 2, 3
Unofficial Hi-Res Patch
New worlds, homes, quests, etc. (i.e. Falskaar, Wyrmstooth, player homes)
THIS MOD � Mysterious Workshop
MY OTHER MOD - Mysterious Greenhouse (when it becomes available - COMING SOON)
Edits or patches for mods above this line
Lanterns of Skyrim (optional)
Any patches or kits for LoS
Edits to the way the game handles alchemy, smithing, enchanting, or spells
New weapons, armor, and other items
Follower add-on packs
Edits or patches for item, follower, spell, or crafting mods
SMIM (optional)
Texture, Climate, Water, Environmental, and Sound mods
Patches or edits for texture, climate, water, environmental, and sound mods
�Green Water Fix� if you need it
World Map texture and control mods


ACCEPTABLE USE TERMS
I did not create any new textures or features, everything is essentially modified from the vanilla game contents which are the intellectual property of the development and sales team (Bethesda). Anything �new� that I added is shown on the Creation Kit listing starting with the tag �aaaMW� so it can be found easily. The only un-marked changes I made directly to the main game�s files were for the Thistle01 and Tundra Cotton alchemy ingredient items (edited their effect lists), the magnitudes of the Oak/Stone/Iron/Ebony-Flesh spells, and the magnitudes for a few of the Fortify style enchantments for clothing and armor.
If you wish to modify my plugin mod for your own PERSONAL USE ONLY, then feel free. I would love to see some comments about the changes you made. But you are NOT allowed to distribute modified versions of my files. If you wish to make some changes based on my mod to post to the Steam workshop or Nexus or elsewhere, you may ASK ME FIRST. I will ask to test/review the result before you post it. If I find it acceptable, then I will allow you to post it under the condition that you use my mod as a reference file but any changes, deletions, or additions are saved as a separate plugin file. That means that anyone wishing to use your mod must first install my mod. This will make it easier for you to make changes because you are not starting from scratch, but it will maintain the integrity of the original Mysterious Workshop files.
If you want me to make changes to the mod (i.e. add Hearthfires player family home compatibility, add a greenhouse for planting alchemy ingredients, adding mannequins, or adding a new NPC follower) then regrettably the answer will probably be a respectful �No.� I have a life, a job, responsibilities. So I am not going to devote a lot of time to revising this mod. This mod is considered �finished� for all intents and purposes. However, look for my Mysterious Gardens mod if you wish an expansion for this mod that includes a greenhouse room with over 170 planters for you to grow your own crops. (COMING SOON!)

Please COMMENT if you find a mod that causes conflicts with this one - but be sure it is a real conflict and not just an incorrect load order please.
Please COMMENT if you find any significant bugs... I think I got them all now though.
Please COMMENT if you like/hate it and wish to share your feelings with the internet.
Again, my name is Dave. And you can reach me by email at [email protected]. Thanks for trying my mod, I hope you enjoy it.