Skyrim Special Edition

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xGasilx

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xGasilx

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  1. xGasilx
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    I'm writing this post here to let you know what I'm currently working on in this mod to keep you updated in case the next update takes me several weeks or months, for anyone who may be interested in this sort of thing. These are the points I already integrated to the mod, feel free to suggest changes, ideas or whatnot related to these points in case I decide to taylor the additions to your feedback before launching the update:

    Currently taking a break. The future:

    • I'll try to implement Custom Skill Framework.
    • Good news Elsawirr will be uploading a standalone version of their Hunterborn animations and kindly accepted I could use them on this project once they upload it.
    • Slowly work in the background implementing CC's creatures.
  2. xGasilx
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    Prodigious Crafting Version 1.0 Release
    Should be safe to install mid game.


    Uploaded my first addon for this project. Prodigious Crafting is about giving the player a Handcraft ability for a survival like approach to the game for those who try to stay out of towns long period of times.

    The idea is that the player can bind a key to a custom crafting menu that you can open everywhere. In this menu you will be able to:

    • Salvage materials from useless items like Firewood from buckets, Straw from baskets, Paper Roll from Ruined and Burnt books, Linen Wrap from clothes, etc.
    • Create weapons and armors using the bones of the creatures you harvest. (Dagger, Sword, Waraxe, Mace, Bow, Greatsword, Battleaxe and Warhammer and Light and Heavy Helmet, Cuirass, Gauntlets and Boots in four tiers: Crude, Fair, Refined and Superb).
    • Create bolts and arrows made of bones in four different tiers: Crude, Fair, Refined and Superb).
    • Create miscelaneous items like Torches and Thickened Grease to enable further recipes.
    • Create creature specific (and race specific for men, mer and beast) poisons with special effects in five tiers (weak, standard, potent, malign and deadly)
    • Create salt-cured items to remove the raw property from meats on the go.
    • Create ingredients like Fire, Frost and Void Salts to enable further recipes.
    • Create different blood potions with different effects using blood from creatures such as Giants, Hagravens, Trolls, Werewolves and Werebears for additional Potion of Blood alternatives.
    • Create miscelaneous clutter like basket, bowls, plates, etc (In my head, I'll make use of them, If I end up discarding the idea, I'll just remove them to save on menu cluttering).
    • Quality of life recipes like Soul Husk Extract from Soul Husks.
    • Create some vanilla hand made potions like Fire Resistance, Weakness to Shock, etc.
    • Special soul and magicka infused greases (Fire, Frost, Shock and poison) to craft enchanted bone weapons.

    All the recipes can be toggled off in the MCM according to their group.

    By default, all recipes will show in the menu despite not having the ingredients which creates an insane amount of menu clutter, I did it this way so you can take a look at the full list with a quick glance so you can see everything what you can do, then go to MCM > Prodigious Bounty > General and toggle "display handcraft recipes" to off to hide all the recipes unless you have one or all necessary ingredients and avoid clutter. In other mods I got a bit frustrated that I couldn't alway know what I could do in their crafting systems and had to go out of my way to check their read me files or just miss out on the oportunity to create something cool.

    Added 4 different enchantments for your bone weapons. Fire, Frost, Shock and Poison. You can create them by using Greases and a non enchanted bone weapon.

    To create elemental greases you can follow this workflow:


    • 3 Fat Items + Bone Meal = Thickened Fat.
    • Thickened Fat + Fire, Frost, Void Salts or Spriggan Sap = Flaming, Freezing, Electrifying or Poisonous Grease.

    If you don't have Fire, Frost or Void Salts at hand:

    • 3 Chaurus Eggs, Jazbay Grapes or Frostbite Venom = Caustic Base.
    • Caustic Base + Soulgem of any size (filled with soul of any size) = Soul Extract.
    • Caustic Base + Ruby, Sapphire or Amethyst = Liquescent Ruby, Sapphire or Amethyst
    • Liquescent Ruby, Sapphire or Amethyst + Soul Extract + Salt Pile = Fire, Frost or Void Salts.
    • Thickened Fat +  Fire, Frost or0 Void Salts  = Flaming, Freezing or Electrifying Grease.
    • Bone Weapon + Flaming, Freezing or Electrifying Grease = Greased Bone Weapon of Embers, etc.
    • The more greases and soul extracts you have (up to 6) the greater the enchantment on the weapon


    Why making Fire, Frost and Void salts requires that much crafting? I didn't want to render the Atronach Forge useless and tried to keep it "realistic" or congruent with the theme of crafting stuff with only your two hands as opposed to having tools. An also, the necessity of a "soul" component (Soul Extract) is to respect the Atronach Forge recipes to create Salts (Salt + Ruby + Soul Gem). That might change because now that I thing about it the Soul Gem may be there as some kind of offering and not actually being part of the Salts.

    I forgot a recipe for Spriggan sap btw, sorry, I'll think about something for the next update.
  3. dynamii2
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    hi, for some reason the prodigious crafting addon is not recognized as installed, despite it being already activated in mo2
    1. xGasilx
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      Hello friend.

      1.- Just to make sure, the prodigious crafting addon is activated in both, the left column and the right column?
      2.- Please review the load order, make sure prodigious crafting is loaded after prodigious bounty.
      3.- Lastly, please update Prodigious Bounty and any other Prodigious Bounty patch that you may be using, then try again (previous versions of my patches may wrongly overwrite some properties of the main script, which I then fixed on the latests updates).

      Let me know if that helped you.
    2. dynamii2
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      yes, everything is activated and prodigious crafting is loaded after. Do I need to reinstall?
  4. LilyValley807
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    I'm trying to think about making a patch for some animals/creatures, can I have some instruction on how this mod works? I had sent a PM
    1. xGasilx
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      Hello, sure.

      Sorry for the late reply. I did see your pm on my mail, but when I tried to reply it, nexus forums were under mainteinance. Let me go over there and write instructions for you.
    2. LilyValley807
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      Thanks I'll follow these instructions when I can. By the way, when I make a bashed patch somehow I think the prodigious crafting addon is not recognized in the MCM. I have the mods enabled in mod organizer 2 and the crafting esp active in addition to the base mod. I don't know if this is something that can be figured out, but I wanted to mention it anyways.
  5. GamerMoma7613
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    Hi, is there any chance this is compatible with Immersive Hunting Animations? That and/or Simple Hunting Overhaul? I want to use Immersive Carcass Carrying, but your patch for Carry Your Carcasses has us delete its esp, which is required for that version of the mod.
    1. xGasilx
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      Hello, I've been quite absent these last months, the last time I asked Immersive Hunting Animation's author about a possibility to collaborate they told me they would be releasing the animations with no dependencies so another mod authors could integrate it with no hassle. Admitedly I haven't checked if they already released such, since right now I'm a bit busy with my job, I need to get myself a laptop so I can work on these mods when I'm at work but haven't got around that.

      Eventually I will integrate such animations, but I don't have an estimated time, sorry.
    2. GamerMoma7613
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      Thanks so much for your reply! Life happens, I get it. I'll add this to my tracking list then and keep using SHO in the meantime. Thanks again!
  6. Thot11235
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    Pretty interesting mod,

    i was hoping for something like this.
    Could you add an option that makes all humanoid enemies drop default human flesh that can be used for Alchemy/spell research?
    Are you going to add spellresearch compat some day?
    1. xGasilx
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      Hi.

      Sure, I'll take a look into that mod to see if I can add some compatibility or an optional toggle to add vanilla human flesh to any npc.

      Thank you for your suggestion and kind words.
  7. thunderdaniel265
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    I hope that one day this mod can support picking up carcasses and carrying them back to camp. Once that happens, this mod will definitely have the potential of being the Hunterborn successor we've all been waiting for.

    Bravo on the work so far, and I can't wait to see what you do with this mod going forward.
    1. xGasilx
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      Hello friend.

      Do not fret, it will have that support, a fellow here suggested that to me in the very first posts and it's in my to-do list. I'm currently working on a bit of a beefy update, after that I will check out the pickup carcass mods to try my best to patch it.

      Thank you for your kind and supportive words.
    2. thunderdaniel265
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      I really love the idea of Hunterborn, but that thing is old, is frail to load order incompatabilities, and troubleshooting it is an absolute nightmare

      I'm surprised that no mod has surpassed Hunterborn yet after all these years, when there are tons of iterations on various mods just within 2023 alone. But with Prodigious Bounty, it looks like the prodigal successor is just on the horizon. I think I speak on behalf of everyone that we are very excited for your planned updates.

      Lastly, I hope you consider adding a subtitle or so to make your mod more descriptive or easier to find. I had to trawl around my nexusmods comment history to remember this mod because looking up "hunting" "hunt" or "animal/wildlife" keywords produced no such results. I do think this will give your mod a lot more attention.
    3. xGasilx
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      Hello friend, I'm glad you're so enthusiastic about the future of this mod.

      I was meaning to tell you but I got consumed on the creation of Prodigious Crafting, but prior to this upload I was able to create a patch for Picking up Carcasses that you can find on the optional files, it supports at least the creatures included in the mod itself.

      Btw I tried to follow your suggestion to add tags to my mod but I was unable to find a field that I could populate with tags D: I'm gonna keep looking as it's an excellent idea.

      Thank you again for your supportive words and interest in this mod.
  8. chrisg1979
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    I read the description because i want to ditch hunterborn. I however read nothing about skinned animals being replaced with skinned meshes/textures. Since the mod compatibility is low i will wait untill this has more support before i even try. 
    1. xGasilx
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      Sure, fair.
    2. chrisg1979
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      I don't know the code to skyrim. But SKSE dll plugins should have a wide array of usage. As i understand it death items are assigned at death and not before is that correct? I'm not sure because there is no way ot pickpocket an animal and try to steal their meat or pelt. But if it is assigned at death wouldn't it be way more easier to write a dll that surplants skyrims death items distribution with a function that catches a list with ingredients and assigns them to what you are doing? I mean gems are not ingredients and rings aren't ingredients and animals who carry these things might carry them in their stomach. maybe a troll munched on a bandit and at his shoe. I probarbly wouldn't be wearing that shoe afterwards but hell someone might need a shoe so bad... I guess leek and other edibles... well i don't even want to imagine eating that. But someone might.... And upon that you could add your own ingredients. That way you cannot loot an animal and the important quest items can be looted as well. i believe hunterborn has such code in it. Use custom pelts, meat, etc. But i again i'm not sure how it was implemented. Just putting the items in seperate container and distributing them there to different actions you can perform on the carcas. What you can't distribute comes from the stomach. Dragons with heavy two handed swords no problem. But that breaks the immersion on a mudcrab. Tho i've probarbly never seen that in skyrim before anyway. So using whats there shouldn't be broken to begin with??? Also is it any thought to contract some kind of disease while doing this to the wrong animal? I see you can contract vampirism while eating its meat but how about some plague when cutting up a zombie or skinning a rat you contract bone rattle or something like that?
    3. xGasilx
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      Hello friend.

      Yes you're correct that death items (A leveled item with individual items inside) get themselves inside a creature's inventory when they are killed so you can loot them, that prevents the player from accessing those items before the creature is killed.

      And you're also correct that .DLL plugins are extremelly useful, much more dynamic and overall great to work with, instead of the grueling, brooding and daunting labor of adding manual records to skyrim and using lousy workarounds in the code. The thing is that creating dll plugins is not per-se "easier", it requires you to much likely reverse engineer the skyrim code to know where and how to inject your .dll code, and requires you to be an overall pro at coding or at least an empirical prodigy of coding - and I'm just a simple mortal with no other background than papyrus and youtube tutorials xD

      I've tried very hard trying to learn the gropes of skse plugins, but there are so very little tutorials in the net. Before "Skyrim Scripting" youtube channel, there was only one video about how to start, and it wasn't very good to be honest. In the end, it probed it was too complicated for me so I resorted of trying to do things the old school way with creation kit and papyrus coding.

      Hunterborn didn't have no skse plugin (if I recall correctly), but I haven't dissected its scripts at its fullest to see how they did that about the custom pelts.

      The way I did things was injecting the loot tables on the creature's death items at the start of a new game to further reduce the papyrus lag when trying to commit an action on the carcass. I once tried it like Hunterborn (injecting, say, pelt items on a wolf right when you click "Skin" on the menu), but for me it made it a bit more slower.

      I kind of regret not having found a more clean way to do things, and I may rework the core structure of my code at some point when I come up with something more optimized.

      Sure, I'll take a note on your suggestions, I agree that improbable items like gems and money shouldn't be inside of animals. I will see if it would be better to either remove those items altogether or put them inside their stomachs, or just give the player to option to decide.

      I haven't thought on the event of contracting a disease on manipulating a carcass. It is an interesting mechanic that hadn't ocurred to me and I will consider it, thank you for your suggestions friend.
  9. Boxerboy01
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    I like your style, and I like your choice of mod to develop. 
    Keep up the good work, and thanks for your extra efforts on our behalf!
    1. xGasilx
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      You're too kind friend, thank you heartedly for your words, I'm touched.
  10. ultimadragon815
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    i don't plan to use this in my current play through but will in my next one (though nourishment is going back in my load order immediately since i made
    getting stats harder). Only small
    problem i see is the vampire mods use human hearts and skin for blood potions but easily worked around even without a patch (though better with one).
    1. xGasilx
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      Thank you for letting me now. I will make sure to provide patches for those, it should just be a matter to include the different race's skins and hearts in their form lists or arrays; in the meantime please do let me know some of the vampire mods you like using so I can check them out.
  11. chunkimonki560
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    Is this safe to install on an existing savegame/midgame if i haven't installed it previously? 
    1. xGasilx
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      I think it should be fine, but you may find some creatures (specially those already loaded) that may refuse to open the prodigious bounty menu. But after playing for some time, most of the spawned creatures will work properly. Hand placed npcs should work fine.
  12. Shayx89
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    Great mod bro, can't wait to see more updates! Just a suggestion, I played with companion questline and Aela recognize only vanilla pelts.
    It would be great if Aela recognize the pelts from this mod but not one with lower quality (maybe vanilla and the better versions). What do you think?
    1. xGasilx
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      Hello brother.

      I'm having a bit of a hard time understanding the suggestion. So you mean Aela died and you harvested her and you got vanilla pelts, but what are the vanilla pelts you mean? Since humans aren't meant to drop skin or pelt in vanilla game.

      Or you mean she died as a werewolf and you got something unexpected when harvesting the carcass?

      Thank you for your kind words.
    2. Shayx89
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      Sorry for the misunderstading, I was talking about the quest "collect X werewolf pelts" and then you bring her for example a "punctured wolf pelt" from your mod but the quest only accept vanilla wolf pelt not yours. 
    3. xGasilx
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      Ah I understand now. Thank you for the clarification.

      I will gladly fix that for you all, but, excuse me, I don't remember (in the vanilla game) some sort of radiant quest, or quest at all, that involves bringing Werewolf Pelts to aela. I tried to search where the Werewolf Pelt item is used in the creation kit and I'm unable to see any quests.

      I have a question before I continue to investigate, do you have some mod installed that adds more radiant quests or that quest in particular? If possible, please wirte for me the name of that quest you're speaking about as it's shown in your journal.

      Thank you.
    4. Shayx89
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      Sorry my mistake again, she ask for wolves, bears, sabrecats etc.. But not werewolves of course!
      Sincerely I use  the mod At your Own pace - Companion.
      I think that mod restore those quests from Aela, but they were programmed already in vanilla.
      When you bring her the pelts from animals she say something like "good, they are high quality".
    5. bwaomega
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      So, the Outstanding and Perfect pelts can be converted into two of the next lowest quality at the tanning rack. The ones below vanilla pelt quality, I would expect her to reject as unworthy. After all, she sneers at you if you don't arrive quickly enough to get in a hit on the giant.
    6. xGasilx
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      Aah, I see now, thank you for the clarification. I will take a look into it in the future to provide a small patch for that mod, it seems to be popular and quite nice to have. For now, you'll have to either add some pelts via console or grind some flaying levels until you can get decent pelts.

      Thank you for your report friend.
    7. bwaomega
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      1 perfect pelt can be converted into 4 vanilla pelts, letting you finish the quest that much faster. You just have to do the conversion steps.
    8. Shayx89
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      I'd like that 1 perfect pelt count as 1 for the quest. Then if you want to convert it in more pelts is a player decision. Both solutions are perfect togheter.