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KainXavier

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fiskin1

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  1. KainXavier
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    Freshly Ground v1.2 is live! I've also released add-ons for CACO, Hunterborn, and Ordinator. Let me know what you all think! Also, here's a general overview of what's changed:

    • Created BSA.
    • Integrated DLC.
    • Added new recipes.
    • Adjusted existing recipes.
    • De-cluttered crafting menu.
    • Added mod configuration spell.
    • Updated mod configuration menu.
    • Every recipe is enabled by default now.
    • Developed add-ons for Hunterborn, CACO, and Ordinator.
    • Recipe needs and yields can be adjusted. (Requires SkyUI.)

    Freshly Ground v1.2 is also available on Skyrim Nexus, Steam Workshop, Bethesda.net, Xbox One, and Playstation 4.

    Moreover, Freshly Ground Ordinator and Freshly Ground Hunterborn are also available for Xbox One.
  2. fiskin1
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    Hello everyone. KainXavier has recently gotten back into the modding scene and has told me that he plans on releasing a new and updated version of this mod. Any updates will be posted here. I have also added Kain as a co-author for this page so any support requests can be asked directly to him and he can respond to any when he gets a chance. Thanks again to Kain for allowing me to convert and share this mod with the SSE community.
  3. Sthaagg
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    I like it, seems a very good idea :)
    1. fiskin1
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      Thank you. I thought so too. Which is why I decided to port it over. If this mod takes off then I will be taking suggestions for patches from various mods that uses the ingredients included in this one.
    2. KainXavier
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      Thank you both!
  4. AurorainR
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    Ooh, this is interesting. I admit that I've never really needed to use the grain mills at all, but this seems like it'll come in handy and make them more useful and appealing.
    1. fiskin1
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      I felt the same way. I love to craft in the game but I mostly ignored the Mills until I found this. Makes it more Utilitarian now and changes the name of it to better reflect what it actually is. Enjoy
    2. KainXavier
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      Thank you again fiskin for porting it!
  5. Roger44477
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    So I noticed you said that dragon bones only give 2 bone meal, well troll skulls give twice that amount. This seems odd to me as the dragon bones have much more mass to them, and the troll skull would be mostly hollow.

    Might I recommend keeping the troll skull amount the same, but massively increasing the dragon bones amount? for now you could just set it to something like 10, but in the future it would be cool if you went through and adjusted everything to produce their weight in it, as the whole bone is used in making bone meal, so it seems odd to have such a loss in mass. Its also not as if bone meal is particularly hard to find normally, so it shouldn't be a balancing issue.
    1. fiskin1
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      I agree with you totally on the amount of bonemeal you should get with dragon bones. It is a Dragon after all. I agree with 10. That’s seems like a much more realistic amount to drop. I am sure that BrinaSair could adjust the values in the patch. I am not sure I can make any modifications to the original mod without asking KainXavier first. I would have to look.

      Update: so I looked on the original mod page and I would have to contact him to get permission to change it to 10. All I did is simply port it over without modifying the original files values on the amount. Shouldn’t be a big deal. I am currently on the road back home from vacation and I will message him when I get a chance
    2. KainXavier
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      The reason why troll skulls yield more bone meal has to do with the appearance of the item. The model used for troll skulls is massive in comparison to the one used for dragon bones. (It's the same reason why I required so many honeycombs to make a jar of honey.) That said, enough people have raised the issue here and in the original mod's comment thread that I am going to change the requirements.

      A human skull will yield 1 bone meal, troll skullls will yield 2, and a dragon skull 3. I am also going to add sliders to the Mod Configuration Menu which will allow you to adjust these values.

      The other recipes will receive similar attention.
  6. Barchetta3223
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    Good idea. Lightweight mod that helps the aspiring alchemist. Might I recommend a patch to work with ordinator so that you can use any of the human bones
    1. fiskin1
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      Great idea with the Ordinator suggestion. Which part of Ordinator uses the Human bones? I went through SSEEdit and couldn't find a reference for any. Please lemme know. I will get a hold of 1yunico and ask if he could make a patch or tell me how to make a patch for it. I am not too skilled in making patches yet but I have conversed with him on another patch for Fallout 4. I can also look on YouTube about making patches for various mods. Thanks for the suggestion.
    2. Barchetta3223
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      I’m unsure where in his mod it is but it’s under the conjuration perk tree. The perk is called bone collector.
    3. fiskin1
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      Ok. Thanks for letting me know. I will run into SSEEdit real quick and see what those 2 mods share.

      Update: So I went into the Ordinator list and found several different body parts you can loot off of various enemies. I will have to ask 1yunico about that as I don't know how to add those objects to Freshly Ground. i am sure its simple but I dont want to screw anything up. Thanks for your understanding.
    4. BrinaSair
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      Adding it should only require using xEdit to to copy one of the bone meal recipes (such as for Skull -> bone meal) and then replacing the required item (here 'skull') with the form ID # of the item you wish to be used (one of the Ordinator bones). You will need to do this for each type of bone that the mill can grind.
    5. BrinaSair
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      I've build a working patch with Ordinator, but I have a couple quick questions:

      1) Hand and Foot bones are so small that I set it to require 4 of any type (left hand, right hand, left foot, right foot). But this results in the list of possible bonemeal recipes being quite long (there are 35 possible combinations of hand / feet), so I gave it its own global toggle (like the fire / frost / void salt recipes). Should I disable the hand / feet recipes by default, like the salts are by default disabled?

      https://imgur.com/a/gX9KJpj

      2) I thought it odd that you would get already grounded bones from skeletons, so since this is a patch with Ordinator - which has all those bones - I thought, why not, and set all skeletons to give the various bones found via the Bone Collector perk. This means that Bone Collector, instead of enabling finding bones, doubles how many bones are found. The problem, however, is that since each bone has only a 20% chance of being found on a given skeleton, there is a ~4% chance of finding 2 of the same bone (2 right hands, 2 spines, 2 skulls, etc), which can be rather weird. Should I remove these level lists I made or should I leave them in? (I also set trolls to give troll skulls, and I am considering having draugr also give bones since draugr are little more than skin and bones.)

      Once I have an answer I can make any necessary changes and send the patch to you.
    6. fiskin1
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      Thanks for offering to patch this with Ordinator. Going over your options with my friend who is an experienced modder. Here is what we determined:
      1) I would say to not even bother with this option. It adds too many recipe combinations and it would be a lot of work on your part. People might complain about being saturated with all those recipe combos.

      2) This option sounds the most realistic at this point. After discussing it with my friend, she and I feel to go ahead and leave the leveled list in that you already made and let the player decide on how many of the bones they wish to take at the time of looting the corpse. At the end of the day, I think players need to decide if they want to horde all those bones and grind them down at the mill. Also, great idea on the Troll skulls and the Draugr. Those make absolute sense.

      Thanks for all your help on this. Once you make the Ordinator patch, please send me a PM. Talk to u soon :)
    7. Roger44477
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      I would say that, for the high chance items that can give duplicates, to just edit the bones collector perk to first remove them from the list of increased chance to drop, and than add them to the perk as 100% chance to drop. This way removes any chance of duplicate bones.

      As for the hand and foot bone recipes, I would say leave it in, but have it be a toggle in MCM and defaulted to disabled.
    8. fiskin1
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      Not a bad idea actually. I will let BrinaSair read that first. This way that player can decide what is easier for them considering Brina is the one making the patch for me on this. Thanks for the suggestion
    9. BrinaSair
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      That would actually be a little difficult. Bone Collector perk acts by placing an object on any slain NPC who falls under certain conditions: has race == skeleton or has race == skeletal dragon priest. Then it places an object from a leveled list, where the list goes through each item on the list and tries to place it, but each item is itself a level list of 1 type of bone, each with an 80% "chance none". Unfortunately, level lists do not have conditionals.

      I'll see if there is anyplace where I can insert a conditional, but I cannot make any promises on this part, as the more I mess with what Ordinator does the more likely this patch will need to be updated any time Ordinator is updated. Right now all it does is reference Ordinators misc items and level lists - nothing is actually changed.

      I have set the hand / foot bonemeal recipes to disabled by default. I'll start working on modding the script for the MCM menu to add that toggle.

      I should have something ready by tomorrow or the day after at latest.
    10. fiskin1
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      Ok thanks so much Brina. Dont make more work for yourself to be honest. If there is a percentage chance that all that happens then your right, it would be a hassle to update it every time Ordinator is updated. Please do whatever is easiest for you. After all, your the one making the patch for this. Lemme know how it goes in the meantime.
    11. KainXavier
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      Brina, I apologize if you're already be aware, but you can add conditions to the new recipes so that they'll only appear when you have the requisite parts needed. There are 24 recipes for atronach salts in v1.0 but you'll never see all of them unless you have 1 of everything.
  7. BrinaSair
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    I have a few suggestions for changes in recipes:

    - Currently Freshly Ground does not use the Dawnguard "potion of blood" - it creates its own and then sort of re-creates some of Dawnguards framework to allow its version of the potion to apply for vampire players. This seems very strange; I'm guessing this was done either before Dawnguard was released or that it was done to allow for use even if the player did not have Dawnguard. But Skyrim SE comes with Dawnguard, so this addition is no longer necessary - and could create incompatibility issues with other mods that presume a potion of blood will be the Dawnguard version. Anyone mind if I replace the created item with the Dawnguard potion of blood?

    - Briar Hearts are not flesh, they are seeds that - imbued with hagraven magic - allow a person to live without a beating heart. So using one for a potion of blood is just odd. How about replacing it with the following: 4 human flesh -> 1 potion of blood (just like the 4 honeycomb -> 1 honey recipe). Also, I would expect the blood from daedra hearts to be more potent than that of human hearts. To reflect this why not require only 1 flesh for use with daedra hearts but 2 flesh with human hearts? So it would become 4 flesh if no heart is used, 2 if a heart is used, and only 1 if a daedra heart is used.

    - the Salt recipes: why should a grand soul gem and a petty soul gem produce the same amount (eg: of frost salts)? So how about larger soul gems producing more salts? This will require more salt in the recipes of larger soul gems, and probably should also increase the number of flawless gems used, to match the salts. Perhaps the following:

    petty soul gem . . . . . . + 1 flawless <gem> . . .+2 common salt = 1 <type> salt
    lesser soul gem. . . . . .+ 2 flawless <gem> . . .+4 common salt = 2 <type> salt
    common soul gem. . . + 3 flawless <gem> . . .+6 common salt = 3 <type> salt
    greater soul gem . . . . + 4 flawless <gem> . . .+8 common salt = 4 <type> salt
    grand soul gem . . . . . .+ 5 flawless <gem> . . +10 common salt = 5 <type> salt

    - Unfortunately, I cannot find a way to add in a conditional to learn if a bone is already placed in the inventory of an NPC. I suspect it would require scripts and creating a quest that would need to briefly activate each time an undead was slain. Also, the probability of getting 2 of the same bone type is higher than I initially thought. Using excel to plot out 10,000 possible iterations twice, there is ~67% chance of getting at least 2 bones when the "Chance None" for each is 80%. There is also a ~43% chance of getting a match if exactly 2 bones (never just 1) are always received (not 20%). So the final probability of getting a matching pair is ~30%.

    To deal with this I am considering the following: all skeletons have a chance of giving skulls, and Bone Collector acts as normal - but the skull is removed from its list. Thus there will never be a chance of overlap, but until you take the Bone Collector perk you will only ever get a skull. How does that sound?

    Also, what about the soul cairn skeletons? Some of them even drop bonemeal, but as best as I can tell none of them are affected by Bone Collector perk, since it only checks for Skyrim.esm skeleton races, not DLC skeleton races.

    Finally, given draugr are so desiccated, does anyone think I should add them to the list of sources of bone (in addition to skeletons)? The reason this occurred to me is that the soul cairn Wrathman (basically a skeleton wearing armor) has its race listed as [ DLC1SoulCairnSkeletonArmorRace "Draugr" ]. Granted, I could only add this race and not the general draugr races, but they are little more than skin and bones anyway. I suppose it depends on whether those using the Bone Collector perk think there is enough bone in the game or not. If bone seems too uncommon they will probably want draugr to also give bone, but if they think the current supply is sufficient they will probably wish to limit bone collector to skeletons.
    1. fiskin1
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      I sent you a PM about this Brina. Thnx
    2. KainXavier
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      First, thank you for all of your suggestions! Seeing your comments as well as everyone else's inspired me to finally get around to updating (and potentially porting) my Skyrim mods. Right now, I want to focus on updating the original mod for Freshly Ground. I'm hoping the changes I make will address many of your concerns for both the original mod and fiskin1's SE port. To that end:

      Adding Dawnguard support is something I can definitely do. I think it's actually something I planned on doing but never got around to. Rather than require the ESM, I'll just check if the official Potion of Blood form exists and change my recipes using SKSE. v1.7.3 supports that, and I imagine later versions of SKSE do as well. (And even if they don't, I'll work with fiskin1 to make sure Dawnguard is supported in the SE version.)

      My reasoning behind the briar heart recipe was because they're covered in blood, they're imbued with dark magic, and they're way more plentiful than human or daedra hearts. I just wanted to provide an easier way for vampire characters to maintain their human appearance. That said, I totally understand and appreciate your point of view. One of the other things I planned on doing was adding the ability to alter ingredient quantities and yields. So here's what I'll do:

      I'll add the ability to tweak potion output with daedra hearts and allow players to control the # of briar hearts needed to craft a potion of blood. I don't want to go up on the amount of human flesh needed because it's also an uncommon ingredient.

      As for atronach salts, I agree that stronger soul gems should yield more salts. The reason why my recipes are the way they are is because of the atronach forge. The atronach forge allows you to craft 1 bowl of salts with any type of soul gem regardless if it is filled. It also allows you to use flawed gems. My recipes were a compromise of sorts. Since the forge is magical in nature and a grain mill is clearly not, a filled soul gem must be used and the regular gems must be flawless. Here's what I'll do, though.

      Salt output can be tweaked for every type of soul gem. Furthermore, some new recipes will be added which will play into this system. Here's what I mean:

      1 Black Soul Gem + 1 Flawed Gem will yield salts equivalent to 1 Great Soul + 1 Flawless.
      1 Grand Soul + 1 Flawed == 1 Common + 1 Flawless
      And so on...

      Basically, you can now use flawed gems to craft atronach salts but you must have a common soul gem or higher. The yields will also be smaller provided you tweak the settings. (Every salt recipe is still going to yield 1 by default because that is what the atronach forge does.)

      As for adding Ordinator support, I'm willing to do that since I'm already making changes. I can take a look at the Oldrim version and see what I can do through script. That said, if you're up for making a compatibility patch, go for it! I don't use mods like Ordinator or PerMa and trying to support them all is just unfeasible for me.

  8. VeronikaAlexandrov
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    Another wonderful port by Fiskin
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