dude how do you keep coming up with these kind of stuff are you on elon musk's DOGE team??? like i dont know any mod in this game doesnt directly or indirectly relies on a mod you made great job XD.
Any chance we could get something similar for Fallout New Vegas? Or a framework I could complete for it? I don't know SKSE or NVSE but with the right foundation I could learn it/complete it and credit you. Would love something like this for TTW.
Thank you for the great mod.I have a question.Can I enable multiple recipes using the same materials?I'm asking because only [FormID 2] is enabled with the following settings.[SMELT]Recipe = [FormID 1] | 0x5AD9ERecipe = [FormID 2] | 0x5AD9EIs this due to the requirement (sorry, I'm not good at English)Tempering* Tempering recipes are generated for armor and weapons that don't have existing tempering recipes (based on material keywords).I wanted to know if my settings are wrong or if it's not supported, so I asked the question.I would appreciate it if you could tell me if there is a workaround.
; (some other editor IDs) recently made a list myself for most unique items i could find through internet (it was pretty painful): https://pastebin.com/s7vdWC68
Just wanted to say that I appreciate in extreme delight your GitHub page for this, the fact you got it all setup easy to compile this with CommonLibVR and everything is just awesome. Thank you!
Very cool feature, but it feels like too much to automatically generate recipes for all items, I only want to generate for specific items, and I feel that the configuration is not as convenient as KID It would be even cooler. if we could use Recipe = MyMod.esp|filter|WeapMaterialIron to use WeapMaterialIron to generate multiple recipes for all items that match the filter in MyMod.esp. I think this can replace AddItemMenu to a certain extent, or simply create recipe patches for some mods, but the premise is that the mod needs to be clean and not automatically generate a lot of recipes by default. Otherwise, I feel that players/Modders who only want to generate recipes for a mod item will not choose this mod.
I understand that it will not conflict with kryptopyr mods and add "recipes" for everything that does not have a patch. Right? Or is it a bit different and I misunderstood?
192 comments
[TEMPER]
;Add tempering recipe for Wuuthrad that requires 1 ebony ingot
Recipe = 0x956b5 ~ Skyrim.esm | 0x5ad9d | 1
Can anyone tell me if I am doing something incorrectly?
[SMELT_BlackList]
; Tools
dunHaltedStreamPoachersAxe
dunVolunruudPickaxe
DLC2dunKolbjornRalisPickaxe
; (some other editor IDs)
recently made a list myself for most unique items i could find through internet (it was pretty painful): https://pastebin.com/s7vdWC68
:)
if we could use Recipe = MyMod.esp|filter|WeapMaterialIron to use WeapMaterialIron to generate multiple recipes for all items that match the filter in MyMod.esp. I think this can replace AddItemMenu to a certain extent, or simply create recipe patches for some mods, but the premise is that the mod needs to be clean and not automatically generate a lot of recipes by default. Otherwise, I feel that players/Modders who only want to generate recipes for a mod item will not choose this mod.
Having a master switch in the configuration to disable automatic recipe creation and allow only user defined recipes would be a great option.