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VERSION 3.10 -- OCTOBER 2017


Thank you for taking the time to download and install this mod. This is my first mod to ever publish on the Nexus, and I'm rather proud of it.


INSTALLATION, NMM
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First, make sure that you have all of the requirements. This mod requires Skyrim and all of the DLC (Dawnguard, Hearthfire, AND Dragonborn). It also requires Hunterborn. This mod will not run, and will likely crash to desktop (CTD) if you attempt to load it without these requirements installed and active.

Second, download and install the mod via the Nexus Mod Manager. The FOMod installer will appear after the files have extracted, and you will be able to select any of the optional patches that you would like to install. Overwrite any files when prompted; there are no scripts associated with the Hunterborn Expanded mod.

Third, sort your load order. Use LOOT, and make sure that Scrimshaw Expanded loads after Hunterborn.esp and any Hunterborn patches.

That's it!

As of October 2017, the installer contains patches for the following mods:
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Alternate Start - Live Another Life
Campfire
Convenient Horses
Dual Sheath Redux
Hunter's Cabin of Riverwood
Immersive Armor
Immersive Weapons
Left Hand Rings Modified
Pipe Smoking


Patches are also available for the following body replacer mods:
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Caliente's Beautiful Bodies Edition (CBBE) Bodyslide
SevenBase
Dreamgirl
Dimonized UNP (UNP)
UUNP Bodyslide (UUNP)
UNP Blessed Body (UNPB)
M4rth's Curvy Body Mesh (MCBM)

Note that these replacers require a HDT skeleton to work; I recommend XP32 Maximum.


Multiple versions of the main file are available as well:
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Blackreach version: installs only the Falmer and Shellbug recipes (and the special ingredients necessary to construct them) to the Scrimshaw menu of Hunterborn. No other recipes will be installed. This version is perfect if you are planning on playing a custom Falmer race, or if your next playthrough will focus on Blackreach.

Dovahkiin version: installs only the Dragonbone and Dragonscale recipes (and the special ingredients necessary to construct them) to the Scrimshaw menu of Hunterborn. No other recipes will be installed. This version is perfect if your next playthrough will focus on the main quest of Skyrim, Wyrmstooth, Dragonborn, or any other dragon-focused game.

Legendary version: installs absolutely everything--over 400 recipes!--to the Scrimshaw menu of Hunterborn. This version is best for beginners who just want to see what the mod has to offer, or for casual players who just want to dress their character up in new clothes.

Lite version: this version installs only the Bone and Ivory recipes to the Scrimshaw menu, and a few of the minor "artwork" items like flutes and figurines. It also moves many of the crafting recipes to more logical areas of the game (like powdered antler to the Grain Mill, bonesap to the Cooking Pot, and mammoth hide armor to the Tanning Rack.) This is the most lore-friendly version, and it is the one I personally use in my games.

Solstheim version: installs only the Bonemold and Chitin recipes (and the special ingredients necessary to construct them) to the Scrimshaw menu of Hunterborn. No other recipes will be installed. This version is perfect if you are planning on playing as a Skaald, or if your next playthrough focuses on the Dunmer and the Red Mountain.

Wild Mage version: installs only the alchemy ingredients, staves, wands, and jewelry recipes to the Scrimshaw menu of Hunterborn. No other recipes will be installed. This version is perfect if you want to play as a Forsworn, or if you would like to play as a mage but avoid the College of Winterhold quest line.



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UNINSTALLATION
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Scrimshaw Expanded does not use or impact scripts, so you can remove it easily from the Nexus Mod Manager. It should not have any impact on your savegames. But if I had a dollar for every time a "harmless" mod wrecked my savegame, I'd be eating a pizza for lunch instead of this crappy PB&J sandwich. It is always a good policy to make backups of your savegames before adding, changing, or removing any mods...including this one.

To uninstall via the Nexus Mod Manager, simply deactivate it and delete it from your list of mods.

To manually uninstall, delete ScrimshawExpanded.esp from your Data folder, and the two subfolders with the same name from your \meshes\ and \texutres\ folders.


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USING THIS MOD
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This mod adds crafting recipes to the Scrimshaw feature of Hunterborn. So before I get too far into the nuts and bolts of this mod, it is helpful to know a few things about Scrimshaw.

You Will Need to Develop the Harvest Skill
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Hunterborn uses a hidden skill system that improves as you use the mod. This skill system does not show up in your skill tree, but you can view it from the MCM menu (go to "Mod Configuration," select "Hunterborn", then click on "Stats." The more creatures that you harvest materials from, the higher your "Harvest" level gets.

As your Harvest level goes up, more and more recipes will "unlock" in Scrimshaw. This makes sense if you think about it: as you get better and better at removing bones, teeth, and claws from the creatures you hunt, you are bound to get better at carving said bones, teeth, and claws.

So the first thing you are going to need to do is advance your Harvest level. Go hunt some skeevers and mudcrabs, and use Hunterborn to harvest ingredients from those carcasses. Do enough of them, and you will get a brief message saying that your skill has improved. Congratulations, you have gained a level of Harvesting! With regular practice, it will go from 0 to 10, unlocking all kinds of Scrimshaw recipes along the way.

Or if you are in a hurry, you can just set the value manually in the MCM Menu. For more information on how to do this, check out the Hunterborn readme file.


You Will Also Need to Gather Materials
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You are going to need to collect the materials. You can forage for bones and firewood, or you can collect them physically from the creatures and chopping blocks in the game. Most of the weapons provided by the Scrimshaw Expanded mod require a new material called Ivory, which is created from tusks...and the larger and higher-quality the tusk, the more ivory you can get from it. To make the biggest and fanciest weapons in this mod, you will need a lot of ivory...so consider a hunting trip for mammoths and horkers.


Sometimes There Are Other Requirements
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For the sake of game balance, some of the more powerful items in the game have skill requirements.

Staves have skill requirements based on the power level of the spells you are attempting to make. You need Destruction 75 to make a Staff of Fireballs, but you only need Destruction 15 to make a Staff of Flames. This was done so that the most powerful staves aren't available too early in the game.

Dragonbone and Dragonscale items require a variety of skills to craft. Weapons require you to have points in Archery, One-Handed, or Two-Handed, depending on the type of weapon. Dragonbone and Dragonscale shields require points in the Block skill. Dragonbone armor requires you to build up your Heavy Armor skill, and Dragonscale armor requires you to build up your Light Armor skill. The number of points you need depend on the quality of the items you wish to make...a score of 80 will let you make Crude versions of these items, 90 will let you make standard versions, and 100 is required for Masterwork quality.


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TIPS AND (MINOR) SPOILERS
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Weapons, helmets, and shields in Scrimshaw Expanded come in three different levels of quality: Crude, Standard, and Masterwork. These are all identical in appearance. So if all you are looking for are some pretty screenshots of your character, there is no need to farm your skills over and over again in order to get a particular look.

Crude items are generally available at Harvest level 1 or 2, and are roughly the same power level as Iron weapons and armor. They require the fewest ingredients, and can be made quickly and cheaply.

Standard items become available at Harvest level 4 or 5, and are roughly the same power level as Steel. They are somewhat heavier, and require somewhat more exotic ingredients too.

Masterwork items become available at Harvest level 8 and higher. These items are roughly the same power level as Glass or Orcish. They are slightly heavier than standard, and they require some pretty rare and expensive ingredients.

Headdresses become available at Harvest level 2. They are mostly cosmetic, and do not offer any protection value...think of them as very fancy jewelry. They are created from a variety of skulls, feathers, bones, and leather strips.

Staffs become available at Harvest level 3. As your Harvest level increases you will unlock more powerful staffs. Eventually, at Harvest level 9, you can craft some of the most powerful staffs in this mod. I'm keeping my eye on this feature for balance; I might have to add other requirements such as perks, rare ingredients, and skill requirements in order to keep the player's power in check.

Circlets, necklaces, and jewelry become available at Harvest level 2. They are simple to make, usually only requiring a piece of bone or ivory and maybe a leather strip. These items can be worn for decoration, and they can also be enchanted. Eventually I will expand this even further to allow the player to create more powerful, pre-enchanted rings, circlets, and amulets.

The new materials and alchemy ingredients require a variety of different Harvest levels. Many of these new ingredients make use of the Hunterborn's new alchemy effects, too.


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TROUBLESHOOTING, QUESTIONS, ANSWERS
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Q: This mod isn't loading.
A: Be sure that the mod is activated in NMM, and that the load order is correct. This mod needs to load AFTER Hunterborn and any Hunterborn-related patches.

Q: My game crashes to the desktop before the Skyrim logo even appears.
A: Sounds like a missing master file. Be sure that you have all of the DLCs (Dawnguard, Hearthfire, and Dragonborn) installed and activated, and be sure that you have Hunterborn installed and active.

Q: Can you make a non-DLC version?
A: No, for a couple of reasons. For one, I like the added depth and immersion that the DLC elements add to the game: bristleback tusks, bone necklaces, enchantable staffs, crafting categories...it's just better with the DLC. And for another reason, I don't want to manage two different versions of the same mod.

Q: The game crashes when I activate the Scrimshaw menu.
A: Something is conflicting with the Hunterborn scripts, which can happen if another mod or patch is making changes to the scrimshaw feature. Verify that Scrimshaw Expanded is loading AFTER all of these patches, and then try again. It could also be a load order issue; make sure that you have sorted your load order with LOOT and that this mod is loading after Hunterborn and all Hunterborn patches.

Q: None/few items are showing up in the Scrimshaw menu.
A: You probably need to build up your Harvest level, or set your Harvest skill to a high value in Hunterborn's MCM menu (see the Hunterborn readme for more info.) Certain powerful items, like magic staves or Dragonbone weapons, require you to build up other skills as well.

Q: None of the Hunterborn recipes, like Bonesap or Stone Hunting Knife, are showing up.
A: You probably have the Hunterborn - Campfire patch installed, which moves all of Hunterborn's original scrimshaw recipes to Campfire's "Craft Item" menu.

Q: How do I get my recipes to show up in Campfire's menu instead of Hunterborn's menu?
A: Turn on the Campfire Patch in the installer.

Q: Everything is purple/My textures are missing.
A: Something went wrong with the installation process...either you didn't overwrite a texture file when prompted to do so, or another mod is deleting your textures. You need to reinstall this mod.

Q: Your mod is crashing my game.
A: Not likely. This mod adds new textures, meshes, and recipes, and nothing more. It does not add scripts or override other mod settings. It calls out to other mods and master files for resources, however...and if another mod interferes, you will get unpredictable results. Check your load order, and sort your mods with LOOT. If that doesn't help, toggle off all of your mods in the NMM, then turn them all on one at a time until you find the conflicting mod.

Q: Does this mod help me build my Smithing skill?
A: Nope. Scrimshaw is not the same thing as smithing, so doing one does not help the other.

Q: How do I improve my weapons and armor?
A: Items that you make with Scrimshaw cannot be improved. They are intended to be rudimentary items that you will only keep around long enough to replace with actual gear--they are not intended to be permanent.

Q: Can I make gifts for my children?
A: Yes. The flute, the wooden sword, the toy soldier, the elk figurine, the toy boat, the fox figurine, all of the hunting knives, and several other artwork items are all tagged as gifts. You should be able to give them to your adopted children when they ask you if you brought them something. They will also give them to YOU, as gifts. (D'awww...)

Q: Where do I find these items in the game?
A: Most of these items in the game will need to be crafted by you, the player, from raw materials that you gather yourself. But if you have the optional Leveled List Patch installed, a small number of these items will appear scattered throughout the game. Hunters will carry hunting knives, unique food, raw materials, and the occasional ivory weapon. Alchemists will sell bonesap, antler paste, powdered charcoal, and other ingredients. Merchants will sell polished ivory. And so on. But by and large, you will have to make most of these items yourself. Which is kind of the point of Scrimshaw, isn't it?

Q: Why didn't you add these items to other leveled lists, like Bandits or Forsworn?
A: I chose the Hunter faction because they are not as pervasive in the world as Bandits and Forsworn are, and because I felt they were closer to the heart and soul of the original Hunterborn mod.

Q: All of my crude items are worthless.
A: That is correct. "Crude" items are intended to be rudimentary, make-do items that you only keep long enough to replace. The assumption is that you have decided to ruin a perfectly good piece of ivory by turning it into some makeshift arrows...not because you wanted to, but because you desperately needed arrows and this was the best you could do. Crude-quality items are supposed to be worthless. If you want to get rich quick, consider creating some of the artwork items instead (or just use Alchemy like everyone else.)

Q: My magic staff is worthless.
A: Yes, yes it is. I had to set the base value of all of the staves very low in order to keep them from breaking the game economy. See, when you create a staff in the Creation Kit, it takes a base value number that you assign, and multiplies it by a fixed magnitude value, and then multiplies it by a fixed charge level, and then multiplies THAT by another fixed number depending on the spell. So no matter what base value you give it, it gets multiplied over and over again until it turns into hundreds or thousands of septims. So I set the base value very very low to keep things balanced.

Q: The price of the finished item is worth less than the cost of the ingredients. What gives?
A: This is also intentional. The finished items' values are based on their stats compared to other vanilla items. A masterwork ivory dagger has the same weight and damage as a dwarven dagger, so it has the same price tag as a dwarven dagger. I made no attempt at balancing the cost of the materials to match the finished cost of the items because if I did, certain materials would be worth more than gold and others would be worthless. And besides: a finished product is not always worth the same as the sum of all its parts...case in point: a personal computer from the early 1990s is worthless, but the motherboard still contains about $200 worth of gold and platinum.

TL;DR: I chose to do this for the sake of game balance.

Q: I found this really cool (armor, weapon, jewelry, whatever) on the Nexus and I think it's perfect for Scrimshaw Expanded. Will you add it?
A: Probably. Just send me the link and I'll write the author for permission.

Q: Can you make a Requiem patch? Or a patch for PerMa? Or a patch for (insert name here)?
A: No, I'm not really interested in that stuff. But you can patch it yourself with the right tools.

The Skyrim ReProccer (http://www.nexusmods.com/skyrim/mods/28467/?) will generate compatibility patches for Requiem. If you use this tool, do not install my optional modified leveled lists (you will see them in Scrimshaw Expanded's installer...turn them off.) Note that there is a compatibility issue between Hunterborn and Requiem; be sure to read the Readme file on the Hunterborn mod's page for more information. (This is a Hunterborn issue, not a Scrimshaw Expanded issue.)

Patchus Maximus (http://www.nexusmods.com/skyrim/mods/59849/?) will generate compatibility patches for PerMa, as well. If you use this tool, do not install my optional modified leveled lists in the FOMod installer. Note that there is a compatibility issue between Hunterborn and Perkus Maximus; be sure to read the Readme file on the Hunterborn mod's page for information on how to handle it. (Again, this is a Hunterborn issue--not a Scrimshaw Expanded issue.)

Lootification (http://www.nexusmods.com/skyrim/mods/32339/?) will automatically redistribute these items throughout Skyrim by adding these items to numerous leveled lists. If you use this tool, do not install my optional modified leveled lists in Scrimshaw Expanded's installer. (I kept them separate for this reason.)

If you don't know what these mods are, what they do, or whether or not you need to patch them...you probably don't need to worry about it.

Q: Do you have any future plans for this mod?
A: None at the moment; this mod is pretty much finished as far as I'm concerned. But you never know. Someone on the Nexus might release a sweet hunting/camping/survival mod, and I'll jump right on adding new stuff. Fishing rods for Fishing in Skyrim, perhaps? Maybe some gardening tools for Last Seed? I dunno.

Q: This mod is awesome! How can I say thanks?
A: Click on the "Vote" button, the "Endorse" button, or both. Then go over to the Hunterborn page and do likewise...because without them, this mod would not exist.