After some touch and go since the Skyrim Special Edition release, I’ve decided to hang up my modding hat on Skyrim. I have enjoyed the game immensely over the years but my interests have since moved on.
All of my mods that I am the SOLE author of that use OPEN assets are open to anyone wanting to translate, edit, pick apart, derive, fix, patch, release to other sites, and port to any system/platform SO LONG AS THE FILES ARE NOT BEING SOLD UNDER ANY CIRCUMSTANCE FOR ANY TYPE OF CURRENCY. All I ask is that I am credited as the creator of the original mod. If I am not the sole author of a mod or the mod uses assets that require permission from another author, you MUST contact them for written permission to perform any of the above actions.
Feel free to PM me with questions. I will occasionally lurk the site and answer questions on my mod pages as well.
I really wanted to use this mod, but has a serious issue with NMM once this was installed. It seems something within this mod causes the Plugins Tab in NMM to stop working and the arrows become grayed out and mods can no longer be moved around in the load order.
If you should come back to this mod and update it...I'd really love to use it. Thanks
That sounds like an issue on the NMM end and it would be up to the devs on that program to fix. I highly suggest MO as an alternative since it's much easier to re-order mods without actually overwriting files.
Fried chicken egg = walk on the surface of water... really? I'm going to try to walk on the water next time I eat fried eggs on breakfast xD, but nice mod anyway, hehe
I'm back with a small request. When you port it over to SSE and add leveled lists, would you be willing to implement what Cooking for Alchemy does? With the ability to level alchemy from cooking, I would not have to focus on making tons of potions to gain experience for unlocking certain perks (i.e. poison related) under the Alchemy tree that are still useful. I use Ordinator, if that helps with the understanding.
It's not an actual book you pick up and read. It's just an object you activate to learn/unlearn the recipes or activate/deactivate the smart menu so they don't clutter up your cooking menu.
As someone who doesn't use Alchemy at all (too random), it is a real treat to finally have some use for the extensive ingredients in Skyrim Heh, even the stinking giant's toe can be used (Eating it RAW just for Alchemy -> No way in hell)
Anyway, as awesome as it is for the Dovahkiin to give the Gourmet a run for his money, is there any chance of a levelled list version? 'coz it would be great to see these food stuffs being sold at your friendly neighborhood tavern
Installing the patch "DLC Spice Bag Fix Zip content preview" - makes WyreBash fashion shows me the red. Without the patch it is ok (green). Is this patch is required? What he is doing ? I would like to have installed this mod so please be quick reply
Edit.
WHAT THIS UPDATE DO AND IS THIS required if I have DLC ????
Does this need a patch to be compatible with 'Complete Alchemy and Cooking Overhaul' by kryptopyr?
Edit: Also, Wrye Smash reports the masters are not in the correct order (Dawnguard and Dragonborn switched) when using the DLC Spice Bag Fix version of the esp. I switched out and checked, and the pre-fix DLC version of the esp does not give that error.
Edit2: Checking in TES5Edit, I found that in the only world space that this mod edits the 'Max Height Data' is altered by all three of the DLC (no idea why) and that change is forwarded by USLEEP, but this mod reverts that change to vanilla. I don't know what harm that might, or might not, do in this particular case, but in order to be most compatible with the DLC, the DLC version of this mod should probably forward that change. http://www.nexusmods.com/skyrim/Images/608218/?
40 comments
After some touch and go since the Skyrim Special Edition release, I’ve decided to hang up my modding hat on Skyrim. I have enjoyed the game immensely over the years but my interests have since moved on.
All of my mods that I am the SOLE author of that use OPEN assets are open to anyone wanting to translate, edit, pick apart, derive, fix, patch, release to other sites, and port to any system/platform SO LONG AS THE FILES ARE NOT BEING SOLD UNDER ANY CIRCUMSTANCE FOR ANY TYPE OF CURRENCY. All I ask is that I am credited as the creator of the original mod. If I am not the sole author of a mod or the mod uses assets that require permission from another author, you MUST contact them for written permission to perform any of the above actions.
Feel free to PM me with questions. I will occasionally lurk the site and answer questions on my mod pages as well.
Thank you for all the fun times!
Edit: Oh, and remember to fix the DLC load order on both mods.
I really wanted to use this mod, but has a serious issue with NMM once this was installed. It seems something within this mod causes the Plugins Tab in NMM to stop working and the arrows become grayed out and mods can no longer be moved around in the load order.
If you should come back to this mod and update it...I'd really love to use it. Thanks
As someone who doesn't use Alchemy at all (too random), it is a real treat to finally have some use for the extensive ingredients in Skyrim
Anyway, as awesome as it is for the Dovahkiin to give the Gourmet a run for his money, is there any chance of a levelled list version? 'coz it would be great to see these food stuffs being sold at your friendly neighborhood tavern
This is such a sweet idea! I always felt that some alchemy ingredients should be usable for cooking, like the chicken eggs, fish or even human flesh.
I was planning my next character to be a druid-type survivalist kind of guy, and this mod would fit in very well.
Tracked.
And thumbs up for making this compatible with iNeed!
I would like to have installed this mod so please be quick reply
Edit.
WHAT THIS UPDATE DO AND IS THIS required if I have DLC ????
Edit: Also, Wrye Smash reports the masters are not in the correct order (Dawnguard and Dragonborn switched) when using the DLC Spice Bag Fix version of the esp. I switched out and checked, and the pre-fix DLC version of the esp does not give that error.
Edit2: Checking in TES5Edit, I found that in the only world space that this mod edits the 'Max Height Data' is altered by all three of the DLC (no idea why) and that change is forwarded by USLEEP, but this mod reverts that change to vanilla. I don't know what harm that might, or might not, do in this particular case, but in order to be most compatible with the DLC, the DLC version of this mod should probably forward that change.
http://www.nexusmods.com/skyrim/Images/608218/?
When I get a chance to port this over to SSE, I will make sure to fix the DLC load order on both mods, thanks for telling me!
Max Height Data has no bearing on the game according to Arthmoor (source) so it's fine if it gets overwritten.