About this mod
Morrowind Crafting 3.1a brings crafting to play, involving new skills and toolkits for them. New quests and processes now included.
Cooking
Crafting (Glassblowing, etc)
Masonry (and quarries)
Mining (all sorts)
Smithing
Fletching
Woodworking (Carpentry)
Sewing (enchantable clothing, armour padding)
Meta
- Requirements
- Permissions and credits
- Changelogs
By
Drac & Toccatta
Morrowind Crafting 3.0 is an RP mod, which attempts to improve the role-playing experience of Morrowind without unbalancing it. In order to make your character a more "well rounded" person, Morrowind Crafting adds several new skills to the game. Each skill has a level just like any other skill, and improves over time with use. The following skills have been added and break down as shown below:
Woodworking - Building of furniture, decorations, wooden containers, and special equipment.
Cooking - Preparation of food items, brewing liquors, and making poisons*
Fletching - Creation of home-made bolts, arrows, and throwing darts.
Sewing - Creation of thread, cloth, rugs, pillows, sacks, tapestries, and clothing of all qualities.
Crafting - Glassblowing, basket weaving, clay/sand gathering, jewelry making, and crafting specialized apparatus**
Mining - Extracting various materials from rocks and crystals, including iron ore, silver ore, adamantium, raw glass, ebony, and diamonds
Smithing - Smelting of ore, Creation of leather and resin-based armor (chitin/bonemold) as well as iron and exotic armor and weapons
Metalworking - Creation of metal objects, such as ingots, metal furniture, metal miscellaneous items and specialized picks, probes, and hammers**
Masonry - Working with clay and stone to create pottery or larger structures like fireplaces, ovens, and decorative planters.
* Poison Brewing uses the higher of your cooking skill or your alchemy skill.
** Creation of specialized tools uses the lower of your crafting skill (Crafting/Metalworking) or the appropriate tool skill (Alchemy, Armorer, or Security)
Skill breakdown is described further below.
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All of the skills interrelate, so you can use your woodworking skill to build a pottery wheel, then use crafting to collect clay and masonry to create a crucible. Then use metalworking to melt silver ingots that you use your fletching skill to turn into silver bolts which you can coat with poisons you made using your cooking skill.
Skills are now displayed in your stat/skill window, and improve with use following the below rules:
1) You only improve a skill when you successfully use it.
2) The higher your level with a skill, the harder it is to improve.
3) The more difficult the task you attempt, the more you will learn if you succeed.
You'll notice that some of those rules may seem contradictory, so remember the following guideline: If you're practicing a task and you find that you are rarely (if ever) failing then you are probably not learning very much. Failing a task doesn't improve your skills at all, but succeeding at a task whose difficulty is far below your skill will teach you very little. In order to get your skills high, you have to be willing to risk failure. Note that some tasks have training caps which prevent you from training your skill at all beyond a certain point - most notably collecting sand and clay or smelting ingots. These are very basic tasks which can give you a fundamental knowledge at best, but cannot teach you beyond a very basic level. In most cases you will be notified when you can no longer learn more from a particular task.
Your chance to successfully complete a task is based on the following:
1) Your level in the controlling skill (Obviously)
2) The difficulty of the task. Almost every task has an assigned difficulty, except those which are truly trivial.
3) How tired you are. You'll succeed less often if you are fatigued, so always try difficult tasks when well rested.*
4) Your health (below 50%). If you are seriously wounded, your chances to succeed in any task drops quickly.
5) Your luck attribute. Luck plays a limited role, but does have an effect on your chance to succeed.*
6) Fate. Fate is a random modifier which plays a larger role than luck, but is still limited.
7) Intelligence and agility. Having either or both of these attributes below 40 causes all tasks to be more difficult.**
8) Certain cooking tools will reduce the difficulty of cooking tasks (note that while this makes the project easier, it also will train less)
*Artificially increasing fatigue and luck beyond normal levels will improve your chance of success. There are caps built into the system to prevent the player from exploiting this ability TOO aggressively, but it is possible to increase your chance of success dramatically by having a fatigue in excess of 100% or a very high luck or both.
** Artificially reducing intelligence and agility below normal levels will increase the actual difficulty of any project attempted by as much as 125%. Having intelligence and agility above 40 will not reduce task difficulty by any amount.
Fate and luck can allow you to perform tasks that would normally be above your skill limit, and they can prevent you from succeeding in a task which you would normally have no difficulty. There are limits, however, so there will be tasks that are too difficult for any amount of fate or luck to allow you to complete without appropriate skill. Likewise, you will eventually become skilled enough that certain simple tasks will NEVER fail, regardless of fate or luck. If you are failing a task repeatedly, check your fatigue and health. However, if you are well rested and healthy, then the difficulty of the task may be too high for your current skill. Keep in mind that certain tasks are difficult for even the most experienced crafter, and it is quite common to fail on the most difficult projects, perhaps even multiple times. Modifying your intelligence and/or agility via spells or potions can be used as a handicapping tool to improve training, because it literally increases a project's difficulty as opposed to just reducing your likelihood to succeed (like being injured or tired). It allows you to practice low difficulty projects (which usually have less material requirements) and use them to train your skills more cheaply than working on high complexity projects with large material requirements where failure can get quite expensive.
Morrowind Crafting does not add requirements for food, water, or sleep by itself; however, it has been made to work with Necessities of Morrowind and Primary Needs if either of those mods are installed, so that food produced by Morrowind Crafting will satisfy your hunger. Naturally, jugs and bottles made in Morrowind Crafting can be filled with water for use in that mod. Beds, couches, and Hammocks made with Morrowind Crafting will satisfy the sleep requirements of NoM, however the portable bedroll that you can make with MC will not, unless it is installed. It cannot be used to satisfy sleep requirements for NoM if it is simply dropped on the ground. Unlike food in Necessities of Morrowind or Primary Needs, Morrowind Crafting food can be eaten at any time and not on a specific schedule. However, gulping your food rapidly is not only impolite, but bad for your digestion, and you will receive far less benefits than if you eat your food slowly.
Morrowind Crafting doesn't currently allow the player to chop down trees for wood, because that creates incompatibilities with too many other mods. However there are woodcutter NPCs in most major cities that can provide supplies of wood, basic food items, and other materials to use in crafting projects. There are several types of wood and each one is specific to a region of Vvardenfell, so the woodcutters will be most likely to carry local varieties of wood. The woodseller in Mournhold (being the capital city) will have access to all the wood types available on Vvardenfell. Woodcutters know all about wood and will gladly tell you where you have the best chance of locating the specific wood type you're looking for as well as give you a general idea of what each type of wood is typically used for. Local outfitters and general stores will also often carry supplies and equipment. There are also two NPCs that sell finished furniture products. One is in (New) Ebonheart and ships furniture to the mainland, while the other is in Mournhold and receives finished products from Vvardenfell. The two furniture sellers will buy finished woodworking projects from you for shipment across Tamriel. The woodworkers have an arrangement with the furniture sellers and will buy a small quantity of projects as well as food and ingredients. Like the furniture seller, anything you sell to them will be shipped off at the end of the day. These people aren't pawnbrokers to loan you money and hold onto your goods indefinitely in the event you might want them back. Don't treat them that way or you may end up losing something you need. You will also find a number of merchants who specialize in buying crafting products without carrying much inventory for sale. These merchants tend to have limited inventory, but a much heavier wallet - allowing them to collect crafted materials from the locals for distribution throughout Tamriel. Many of them have fixed locations, although several have routes they travel and can only be found in certain locations on certain days.
Skills work through the use of specialized "kits" which can be purchased from outfitters, woodcutters, and general merchants throughout Morrowind as well as the use of specialized equipment which can be purchased from the furniture vendors, built by the player, or found in various locations throughout the land. Typically, people will not complain if you use their crafting equipment, but you cannot uninstall stationary tools which someone else owns. If you find such tools in abandoned sites (or smuggler's dens), these can typically be uninstalled and moved somewhere more convenient. The appropriate kits and equipment are described below in the skill breakdown. Items which are designated as "Activate" must be used outside of the player's inventory. Items designated as "Equip" must be used while inside the player's inventory. Trainers are not currently implemented, but it is planned that the player will be able to increase their skills at trainers (including secretmaster trainers) located throughout Morrowind in a further release.
SKILL BREAKDOWN:
Woodworking
Method: Equip carpentry kit, Activate flint & tinder kit.
Building of furniture - Most furniture items can be made using various wood types available on the island. Each furniture item can either be moved at will or locked in place using the carpentry kit. Once locked, an item cannot be manipulated by the player until unlocked. This prevents accidentally picking up a shelf or table instead of the item lying ON the table. A locked piece of furniture will not block player or NPC movement, although items can be placed on top of them normally. Furniture can also be "installed" using the carpentry kit. Once installed, they block player and NPC movement like any other in-game furnishings. Note: Beds and specialty equipment made by Morrowind Crafting MUST be installed to function correctly. Most objects which have been installed can be uninstalled by clicking the "uninstall an installed item" button in the woodworking menu and then clicking on the installed item. Once selected, this option remains active until you either click on an installed MC item or click the button in the woodworking menu again to deactivate the uninstall process. Note that you typically cannot uninstall tools which are owned by other NPCs, although installed equipment in abandoned buildings and smugglers caves usually CAN be uninstalled and moved to more convenient locations. MC3 now comes with a "Precision placement" option which replaces the old attached scripts and are able to move and scale objects with a great deal of accuracy. Point at an object and press the "Home" key to activate precision placement. This can always be done before installing and usually can be done afterward (i.e. you CAN safely move a container without needing to remove contents first if you are moving the item with Perfect placement. You MUST remove the contents from a container if you wish to uninstall it instead.)
Decorations - Wooden decorations and small miscellaneous items can also be made with woodworking skill. This includes wooden knives, forks, spoons, bowls, rolling pins, coat-of-arms plaques, lecturns, fishing poles, etc. Most of the small wooden items available in the Morrowind game can be made this way.
Wooden containers - Unlike furniture, containers cannot be locked in place. In order for them to function as more than decoration, they MUST be installed. Containers includes chests, crates, barrels, dressers, wardrobes, certain end tables, hutches, desks, and cupboards.
Equipment - Certain specialty items of use in crafting can also be created. They must also be installed before they can be used. These pieces of equipment include the pottery wheel (used for pottery), the loom (for weaving cloth, rugs, and tapestries), the spinning wheel (for making thread), the cordage wheel (for making rope), and the kegstand (for brewing liquor).
Fire Building - Cook fires and campfires can be created using kindling and wood and a firestarter kit. The fire gives off light and can be used to cook foods using the cooking skill. It will also harm the player who stands too close IF Necessities of Morrowind is installed and fires are configured to damage the player. Since the firestarter consumes wood and kindling, there is no set number of times it can be used as long as you have the needed materials available. Materials suitable for kindling include straw, coarse fiber, and raw fiber. The player can either buy kindling or create it using the cooking skill (straw by threshing wickwheat or saltrice, coarse fiber by processing scathecraw or hackle-lo, or raw fiber by cooking marshmarrow or kreshweed). The fires created by the kit have no set duration, but can be put out and dismantled to recover wood. Note that only these two fires can be used by Morrowind Crafting for cooking, as several other mods take over the in-game fires for their own use and this often leads to mod incompatibility.
Cooking
Method: Activate Morrowind Crafting cook fire or camp fire or kegstand or MC cutting board (identified by an attached grinder), Equip dwemer extractor.
Preparation of food items - Several food items from the simple boiled egg to the complex kwama quiche can be cooked using the cooking skill. Each food item has a difficulty based on its complexity, and each food "type" has a special piece of equipment that can assist (but is not required) in making the task easier. Food created by Morrowind Crafting is compatible with Necessities of Morrowind and Primary Needs. If either of these mods are installed, you can eat Morrowind Crafting food at any time of your choosing and gain the appropriate benefits, assuming you're hungry. If you have neither mod installed or if you are simply not hungry, the food provides a minor boost to health and fatigue as if it were a very weak healing potion. Several starter recipes can be found in a book sold in the Balmora Bookshop. However, the new version 3 cooking menu will let you know exactly which ingredients you need for any project (as well as how many you are currently holding).
Brewing liquors - Apart from food items, it is also possible to brew potent liquors using the kegstand and the appropriate recipe (The same recipe rules for food items apply here). Once a Morrowind Crafting kegstand is installed, you activate it to start the brewing process. You will need to supply the appropriate ingredients, and assuming your cooking skill is sufficient, it will start the fermentation process. In one week, the brew will be available and you will be able to recover 10 jugs of liquor from the keg (if you have the appropriate empty bottles)
Making poisons - There are a number of poison recipes added by Morrowind Crafting. You will need to find a Dwemer extractor, which is an extremely rare Dwemer device. There are six located throughout the game in various obscure locations. Several are hidden in Dwemer ruins, while others are in the hands of powerful collectors of dwemer devices. They are NOT randomly available. To brew poisons you will have to track down or steal one as well as have an appropriate recipe *in hand*. Due to the extremely dangerous nature of the toxins, the same "learn-by-doing" method of research used with food and liquor does not work with toxins, nor is it enough to simply memorize the recipe. Poisons made by the extractor can be applied to arrows, bolts, darts, throwing knives, throwing stars, and can also be used to construct lethal hand bombs if you have a completed flask of toxin and empty bomb casing (created with the pottery wheel and masonry skill).
Miscellaneous tasks - Wickwheat, saltrice, and meadow rye can be "threshed" to make wheat flour, rice flour, and rye flour, respectively. This can be used in other recipes, and the byproduct of this task is straw, which is useful for basket weaving or other crafting and sewing projects. Kresh fiber can be processed to provide starch, and marshmerrow can be processed to produce sugar. The byproduct of both of these processes is raw fiber, which is useful for spinning thread. Kanet butter can also be created through a process called "churning". Unlike dairy butter, kanet butter includes no milk, but is still "churned" because it's the traditional term for making butter. Hackle-lo can be processed into hackle-lo powder and scathecraw can be processed into sweetoil (an insect repelling substance used in lamp-making) The byproduct of both of these is coarse fiber, which is used to make ropes. Velk silk can be processed into both coarse AND raw fiber. Cloth scraps are processed using the fire and netch acid to create raw fiber. For more information on cloth scraps, see the sewing section. Tasks which require grilling, boiling, or baking are accomplished with a cook fire or camp fire, while tasks which require threshing, grinding, churning, or chopping use the cutting board.
Standard potions - It is now possible to create certain "standard" potions that are used in quests. While it has always been possible to use alchemy to create potions that have the same effects, the quests that involve these potions are looking for very specific IDs and it is not possible using Alchemy to create a potion with the ID the quests are looking for. Cooking has been expanded to include a limited number of standardized potions which can be created by the player and used to complete these quests. The recipes were taken entirely from in-game sources, including Ajira's infamous stolen reports.
Fletching
Method: Equip fletching kit
Creation of homemade bolts, arrows, and darts. - This is pretty self-explanatory. Using the fletching skill, you can create almost any of the bolts, arrows, or darts used in the game. Several new arrows and bolts have been added for balance, including a highly enchantable arrow made from heartwood - found only by killing Spriggans. Each missile has different difficulties and can require from one to three different materials. With sufficient skill (and arcane knowledge), it is even possible to fletch daedric arrows, bolts, and darts.
Sewing
Method: Equip sewing kit or shears, Activate loom
Unlike previous versions of Morrowind Crafting, the new sewing/weaving interface entirely eliminates the random selection of items. You can now select exactly which quality and pattern of item you desire.
Weaving cloth - Using a loom, you can turn spools of thread into bolts of cloth. You will receive the bolt of cloth you selected from the sewing interface as well as a number of empty spools, which can be used with a spinning wheel to create more new spools of thread.
Weaving rugs - Various styles and sizes of rugs can be woven using a loom and cloth.
Weaving tapestries - Like rugs, tapestries are also made on the loom. However, they use thread in place of finished cloth and can be made in 5 different quality levels, each requiring a different number of spools. The tapestries themselves are independent of texture replacers and will not be harmed by the use of a texture pack. The new weaving interface will will inform you exactly how many spools and other materials are required for your selected project. The appropriate number of empty spools will be returned upon completing the project regardless of success or failure.
Cutting cloth/shells - Using shears, it is possible to convert bolts of cloth as well as loose cloth pieces into "prepared cloth" which is used for sewing and weaving. It is now even possible to scrap existing clothing to recover cloth... although only clothes made from actual cloth (NOT fur or hides) can be scrapped. Shears can also cut shells into chitin strips useful for making chitin armor and weapons. As of v3.1, cloth scraps have been added as a waste-product of scrapping (and sewing) and represent those bits of material that you can recover while recycling... but which are too small to be used directly as prepared cloth. This has been added to supplement existing scrapping as well as to allow scrapping of other smaller items which previously could not be scrapped at all. These cloth scraps can be reprocessed into raw fiber using the cook/camp fire and netch acid.
Sewing pillows - bed pillows, square throw pillows, and round throw pillows can be sewn from cloth and straw. Sewing projects require a sewing kit and thread, although thread is not consumed except in the weaving of cloth or tapestries.
Sewing sacks - burlap sack containers of various shapes and sizes can be sewn using cloth and thread. Like the wooden containers, they must be installed to be used as a container.
Sewing miscellaneous items - Several animal skin rugs can be prepared using only the rough animal hides and thread. The practice mat and portable bedroll can also be sewn using cloth and straw. Like the beds created with woodworking, the bedroll must be installed in order to be used. Armor padding may be created from cloth or fur and is a required component for the creation of most metallic armors.
Sewing clothing of all qualities - Virtually every item of clothing available in Morrowind, the two expansions, and Tamriel Rebuilt can be created using Morrowind Crafting. The new MC3 interface will not only tell you which types and quantities of materials are required, but will also allow you to sort the available project list according to the type and quality of clothing you want as well as which materials you have available, making it much more convenient to create the item you want from the materials you have. More valuable clothing has higher skill requirements and also requires more cloth/hide/furs to create - as the quality of the clothing improves, imperfections in the materials become less and less tolerable, requiring more to successfully complete. As of v3.1, when sewing cloth, those imperfections are no longer discarded, but appear as a byproduct called "cloth scraps" which can be recycled using netch acid and the cook/camp fire to make the sewing process much less wasteful.
Crafting
Method: Equip crafting kit or jeweler's kit, Activate a sand bar or clay bank.
Glassblowing - All manner of jugs and bottles can be made using the crafting skill. Both plain bottles and wicker-insulated bottles are available as well as jugs, flasks, and plates. Since the alchemy reagent "Raw Glass" is actually a very tough crystalline substance that bears only a small resemblance to glass, glassblowing requires sand which can be collected from sandbars in various streams and lake-beds throughout Vvardenfell, Solstheim, and the mainland.
Basket weaving - Several wicker items can be made using straw. Straw can be purchased from various vendors around Morrowind and is a process byproduct of threshing wickwheat, saltrice, or meadow rye.. Like all other containers, the wicker hamper must be installed to be used as a container.
Clay/sand gathering - Clay banks and sand bars can be found in rivers, streams, and lakes throughout the Morrowind province. It is possible to collect more than one sand or clay from each, however, the more sand or clay you take, the more likely you are to foul the area. The higher your skill in crafting, the more sand or clay you can safely collect without fouling the sand bar or clay bank. Once fouled, it takes approximately a week for the water to wash the debris from the site to allow you to collect more. Unlike other tasks, you will always get at least one sand or clay even if you fail your initial skill check. Even if not fouled, a clay bank and sand bar will be cleaned by the water, becoming slightly easier to collect sand or clay each day it lies undisturbed until it returns to virgin status. Any clay bank or sand bar which lies undisturbed for seven days will automatically return to virgin status regardless of how much sand or clay was previously collected from it.
Lighting - It is possible to craft lanterns using lamp oil ( rendered from horker blubber) and sweet oil (processed from scathecraw) as well as various paper lanterns. A basic torch can also be crafted.
Jewelry Making - Using a jewelry kit, it's possible to make rings and amulets using native materials. All the non-artifact class rings available in game can be produced as well as several new varieties. A class of 'elegant' ring can be created which is midway between expensive and extravagant in terms of value and enchantability. Several new exquisite rings have been added as well to increase selection. Amulets from the base game as well as from Tamriel Rebuilt are now available for crafting as well.
Apparatus Crafting - The crafting skill works alongside the alchemy skill to allow the creation of alchemical equipment. Due to the magical nature of alchemy, no amount of crafting skill alone is sufficient to accurately reproduce an alchemical apparatus. A deep understanding of alchemy is also necessary to ensure the project is completed successfully, so the lower of your crafting and alchemy skills will be used to determine success in making these items. The MC3 crafting interface will warn you if your ability to craft an alchemy tool has been limited by your alchemy skill.
Paper making - It is now possible to create your own paper, parchment or vellum. Parchment is a scraped and treated leather which is more enchantable than paper. Vellum is similar to parchment, although made from a higher quality leather and is correspondingly more enchantable.
Soul Gems - It is now possible to craft your own soul gems. However, the process is a closely guarded secret, and you will need to find someone to teach you the proper method. Speak to enchanters about rumors and one may eventually give you a hint that will help you find someone to teach you this skill. You will need to earn this instructor's trust before you will be taught anything, and each level of soul gem training involves a quest which will challenge you in different ways. Do not expect to finish these quickly.
Mining
Method: Activate ore rock or crystal (swing mining pick at ore rock or crystal in animated-mining mode)
Various ore rocks around the province can be mined for ingredients using a simple miner's pick. Iron ore and silver ore can be mined from various ore rocks which can be identified by the presence of trace amounts of ore on the outside. The higher your mining skill, the more material you stand to gain before the rock is mined out. Ore can only be collected from a rock once it has been mined out and broken open. Ebony, glass, adamantium, and diamonds can also be mined in the same manner. Glass crystals are also a source of raw glass and are mined in the same manner as a raw glass rock. Note that the actual owner of these rocks won't mind you practicing your mining skills on their rocks, but should you choose to collect the results of that mining, they may have something to say about it. The mining process does NOT interfere with the object ownership, so while you can freely mine the ebony and glass rocks in an imperial mine, you may not (legally) remove the ore from the rocks when you're done. None of the mineable rocks in game are respawning, so ore is NOT a renewable resource. However, the miner's guild in Vivec has the ability to import ore from the mainland and can get supplies if you should run out of mineable rocks. A merchant at the mainland mining office in Akamora also has the ability to sell ores as well as gemstones and smelting equipment.
Animated mining can be turned on in the Morrowind Crafting Mod options. When this is turned on, instead of using a menu interface to mine, you simply swing a valid mining pick at the deposit. Valid picks are the normal mining pick, a new steel mining pick, or the Nordic mining pick. Note that mining in this way will damage your pick over time, which will need to periodically be repaired. The new steel mining pick is more durable than the original mining pick, allowing you to mine longer without having to stop for repairs. Also keep in mind that while stalhrim can only be mined using the Nordic pick, it is not necessary to change back to an ordinary pick for other materials (This ain't The Witcher). Once you have the Nordic pick, you don't need either other version any more, although its lower durability will require more frequent repairs - it's a trade-off.
There are rumors of pools of molten silver which may be found in volcanically active areas under Vvardenfell. If you encounter one, you will need an iron ladle to dip out this molten slag. Once it cools, it can be treated as ordinary silver ore. Three things to keep in mind about these pools:
1) There is a chance with each attempt that the heat from the molten slag will damage your ladle enough that it can no longer be used.
2) Unlike mining silver ore deposits, collecting raw silver ore in this manner is NOT dependent on your mining skill.
3) These pools slowly refill over time, so you may want to mark their location if you find any.
Smithing
Method: Activate smelter or Morrowind Crafting anvil, Equip heavy leather and resin kit.
Using a heavy leather and resin kit, it's possible to create various leather and epoxy-resin based armors. Virtually every non-metallic armor type can be created using this kit as well as several wooden and chitin weapons. For iron based armors and weapons or for those made of more exotic materials, a smith needs an anvil. Smithing requires the use of an armorer's hammer, although daedric armor cannot be forged without a grandmaster's hammer, and also requires the completion of a quest to learn a specific ritual needed to make one of the components. There are weapons and armor that are beyond the skill of even the BEST trained smith, so when you attempt them, do not be surprised if you fail several times before you succeed... even with a skill of 100. Thrown weapons not covered under the fletching skill (literally, missiles that do not have a fletching) are also made using the smithing skill. Smelting is also a smithing skill whereby lumps of unrefined ore can be reduced to pure metal ingots along with a slurry known as "slag". Morrowind Crafting doesn't require you to deal with slag, but it's important to know that the finished product is considerably lighter than the original, and since it is a reasonably automated process which doesn't involve awkwardly holding a hot crucible, it's significantly safer than the ingot production method of the metalworking skill. As such, it is also considerably lower difficulty. However, it does require the use of a non-portable smelter... a device which you can acquire, but must be permanently installed before it can be used. A smelter is only capable of refining raw ores and scrap metal. Gears are too large to be melted easily and must be broken on the anvil before smelting.
Scrapping - The anvil is also used for recycling metallic weapons and armor into scrap which can be melted into ingots and used for other projects. Other items, such as gears silverware, and dwemer artifacts can also be salvaged. To enter scrapping mode, click on the anvil (you must have a repair hammer of some sort in order to scrap items) and click the "switch to scrapping" button at the bottom of the smithing interface.
Metalworking
Method: Equip metalworking kit
Building of furniture - Several furniture items can be made of metal, most of which resemble their counterparts found in dwemer ruins, although being new, they are neither bent nor corroded. Furniture items which are also containers must be installed to work correctly.
Ingot manufacturing - Scrap of various types can be melted into ingot for use in other projects. Melting of metal for ingots requires a metalworking kit and a crucible. The crucible is small and can only be used to melt metal scrap found, purchased, or created on an anvil. Creating ingots using the metalworking skill is not particularly difficult, although the more exotic the material, the more difficult it will be to work.
Miscellaneous objects - any miscellaneous object that is mostly metal is crafted using the metalworking kit. This includes silverware of various types, but does NOT include the crafting of rings/amulets, which are created using the crafting skill via the jewelry kit. Virtually any metal miscellaneous object found anywhere on Vvardenfell or the mainland can be created.
Specialized equipment - Armorer's hammers as well as picks and probes can also be made using the metalworking kit. Like crafting alchemy apparatus, a deeper understanding of the skill associated with these items is necessary in order to produce them correctly, and the chance of making them will depend on the lower of your metalworking skill or you armorer/security skill. Also like alchemy, if your armorer or security skill is limiting your chance to make these items, the metalworking interface will notify you.
Lighting - Horker blubber can be rendered into tallow you can use to make your own candles. With an appropriate ingredient for coloring, string, and materials for the candlestick, this tallow can be turned into various shades of custom candles to color-coordinate your home. Small portable candles can be created using clay, wire frames, silver candlesticks, or candelabra. Various floor lamp styles can also be created and moved, but cannot be carried in the manner of a torch. Torch holders, lantern hooks, and sconces can be crafted and mounted to walls so that various torches or lanterns can be suspended. A lighting mount can also be made and attached to a ceiling or a light post allowing a wooden or metal chandelier to be suspended from the end of a rope.
Tool creation - It is also possible to make a certain number of tools using the metal working kit. This includes the masonry kit (which are mostly hardened chisels of various shapes and sizes and a masonry hammer) as well as shears or even an anvil.
Masonry
Method: Activate pottery wheel, Equip masonry toolkit.
Pottery - Using the pottery wheel, it's possible to "throw" various clay-based items including pots, urns, and goblets, vases, and bowls. This is also the way to make empty liquor bottles used with the kegstand when brewing local beverages. The crucible required for making ingots is also made on the pottery wheel. Urns and vases are containers which must be installed in order to function correctly.
Stonework - bricks and stone block can be created or resized using the masonry toolkit. This is the way to make larger stone or clay items such as forges, altars, fireplaces, braziers, wells, planters, and platforms. Once installed, a planter will offer the player a selection of decorative mushrooms, flowers, and trees, which can be arranged in the planters for decorations. Plants which have alchemical uses will provide reagents once they are installed into the planter
Miscellaneous
Method: Activate spinning wheel or cordage wheel, Equip bottle of poison
Spinning - Spinning wheels and cordage wheels are a tedious process that requires no actual crafting skill in order to function. Simply have the necessary materials and time, and you'll eventually end up with the materials you're trying to make. Spinning wheels require empty spools and raw fiber. Empty spools can be crafted with woodworking or received after completing a weaving or smithing project that consumes a spool of thread. Raw fiber is processed using the cooking skill. Cordage wheels require coarse fiber and produce rope. Coarse fiber is processed using the cooking skill as well.
Poisoning - Once a vial of poison is created, actually applying it to a weapon requires no actual crafting skill. Equip the bottle of poison and you will see a list of all the items you are carrying which can be poisoned. The interface will also let you know how many doses remain in the vial - most uses will only require ONE dose, although filling an empty poison bomb casing requires ten. Once the last dose is used, the vial will disappear.
Special Features
Included with the MC3 package are a couple of special features to make it easier to install and use your newly created furniture and containers.
1) Precision placement. This replaces the movement scripts which were part of the previous versions. While they worked reasonably well, they did have several limitations which were imposed by the game engine, and it required every object to have a script placed upon it meaning that crafting projects would never "stack" in your inventory. Precision placement eliminates both these drawbacks. To use it, point your cursor at an object and press the "Home" key. A window will open on the upper left side of the screen. This window is divided in half, with the left side giving specific information on the location of your object and the currently selected precision placement modes. The right half gives instructions on how to manipulate the object by movement, rotation, or scaling as well as how to change the various modes of operation. Once you have the item exactly where you want it, press the "End" key to leave Precision Placement mode. To cancel changes you've made (but haven't yet finished with the "End" key) just press the "Home" key again.
2) Container labeling - There are mods which allow you to rename objects, but they usually have the limitation that if you change the name of the master object, the name of every copy of that object changes as well. The labeling tool allows you to add a label to the container which is displayed on mouse-over, but doesn't change the actual name of the object. As this occurs at a reference level instead of a master object level, adding a label to (or changing the existing label of) an object does NOT affect any other object of the same type. This can be very useful in storage areas, particularly alchemy labs. To add (or change) a label on an item, point at it and press "alt-L". You will then be asked to provide a name, which will show up whenever you point at the object. To delete a label, simply edit the name to a single blank space. Note that this feature works ONLY on containers.
Initial Setup
Version 3 of Morrowind Crafting is now a lua-based mod and has more requirements than previous versions. In order to work correctly, you will need a copy or Merlord's "Skill Module", and after installing, you will be able to use the mod configuration menu to customize your Morrowind Crafting experience. The following options are available to allow you to configure the mod to your personal preferences.
1) Skillcaps [On/Off] - Original Morrowind allows skills and attributes to rise only to a maximum of 100, and Hrnchamd's Morrowind Code Patch enables players to eliminate this cap. If you're a purist and prefer to play Morrowind with those caps intact, you can leave skillcaps turned on so that Morrowind Crafting skills will also have this limitation. If you have removed those caps from the rest of the game, turn this off so that MC3 skills can also exceed 100.
2) Learning Curve [Easy/Intermediate/Difficult] One common complaint about earlier versions of Morrowind Crafting was that a large amount of "grinding" was necessary in order to get anywhere. This option allows you to configure how quickly skills rise when training. Please note that this setting is only intended to reduce the amount of training required to improve; it does not actually make it any easier to craft any single project - just easier to gain mastery of those skills. The "Difficult" setting is comparable to earlier versions of Morrowind Crafting. The "Intermediate" setting allows you to train your skills about twice as fast, while "Easy" triples the rate at which you learn skills... effectively reducing the "grinding" required to 1/2 or 1/3 of previous versions.
3) Casual Mode [On/Off] As much as we love crafting, we understand that not everyone wants to role-play learning how to be a master crafter. For those people who just want to make a few things to improve their favorite housing mod, or want to get a particular set of clothes without having to look all over the mainland to find someone that sells it, but don't want to role-play the whole crafting experience, we have included "casual mode". When you turn this on, skills and project difficulties are completely ignored. As long as you have the materials required for a project, you will automatically succeed. Since MC3 rewards the player with higher training bonuses for crafting "outside the comfort zone", training is turned OFF while in casual mode so that automatic success with a task WAY outside your skill level doesn't break the levelling system.
4) Feedback [Off/Simple/Detailed] When moving your curser over a project in the crafting interface, you will receive information on what materials are required to complete the project as well as how many of the required materials are currently in your inventory. You are also shown information about how difficult the project is, and how likely you are to succeed. The Feedback option controls just how explicit these last two bits of information are. With feedback turned off, you are not told how difficult any project is or how likely you are to succeed. This option is only recommended for hard-core players that want absolutely NO hand-holding. You will need to learn which tasks you can do by costly trial and error. Personally, I do NOT recommend using this option, but it's there for those people that enjoy a serious challenge. The "Simple" option will give you vague hints about how difficult a project is (e.g. Trivial, Senior Apprentice, Junior Grandmaster, Epic) or how likely you are to succceed. (e.g. Impossible, Poor, Reasonable, Guaranteed). The "Detailed" Option will reveal the exact difficulty level and your precise percentage chance of success. Note that the difficulty level displayed is the default difficulty for the project and does not reflect any additional difficulty which might result from intentionally handicapping your player with low intelligence or agility. The chance of success, however, DOES take this handicapping into account, so you can always see how likely you are to succeed and won't be caught unaware trying a task you literally have no chance of succeeding.
5) Crafting Passes Time [On/Off] By default, this option is turned off, as this more accurately reflects the way the vanilla game works. When repairing armor, brewing potions, or enchanting equipment, the success or failure is always immediate and no time passes in-game. While one of the goals of Morrowind Crafting is to make crafting seem as if it was added by Bethesda instead of by us, there are some people that would have preferred that those tasks not occur instantly. By turning this option on, time will pass with each crafting project, with the amount of time increasing with the complexity of the project. This option is only partially implemented because neither Drac nor I prefer playing Morrowind in this manner and don't have a good feel for what an appropriate balance is. The framework is there, and each task will take some time, but we leave the balancing of these times to people who are more into this aspect of the game. Later revisions may have more realistic values as we get feedback from players on how this should be implemented.
6) Animated Mining [On/Off] The default setting (off) has mining work much like it was in previous versions. By turning animated mining on, the player must have a mining pick equipped and swing it at the deposit in order to mine ore. The pick degrades over time and will need to be periodically repaired. Be aware that mining Stalhrim ore requires a special Nordic pick you acquire via a Raven Rock quest. The Nordic pick can be used to mine any ore type.
Getting Started
Almost every task in Morrowind Crafting has a difficulty factor. The difficulty is set up so that a person with a luck of 50 attempting a task of the same difficulty as his skill level will succeed two thirds of the time. When you're just starting and your skill is at 5, you'll have a hard time completing projects. However, it shouldn't be any more difficult than trying to attack someone with a weapon you had a skill of 5 in, though (which is pretty darn tough), so it should be comparable to other skills. Here are some hints that might help get you started.
1) Collect sand and clay from the sand bars and clay banks to improve your crafting skill. The first piece you take only has a difficulty of 5, with the difficulty increasing the more you collect. There are several in the Odai river near Balmora. You should be able to succeed with several of these, and that will get your skill increasing. Collecting sand and clay are different from virtually every other skill in that you will always get at least one sand or clay regardless of whether or not you fail. Even mutliple failures will get you material to practice crafting and masonry and sand and clay banks will respawn eventually, so a failure is no big deal. Blowing glass bottles is difficult enough that you won't succeed immediately. However, if you buy a pottery wheel, you can make the simple glazed goblets. Those are easy enough for new crafters to make, so they are good for low level practice. A furniture seller may have a pottery wheel you can buy early on, although you'll need a carpentry kit to install it. Woodworkers and most outfitters located in major cities have a chance to sell a carpentry kit, and there are at least two merchants in the game that are guaranteed to have a kit, so you can always be certain that one is available. Two furniture sellers are added by Morrowind Crafting, one in Mournhold and the other in Ebonheart.
2) When practicing your carpentry, try to start with simple projects that use scrapwood because it's plentiful and inexpensive, so it won't bankrupt you to fail a few times until you can actually get started. The easiest scrapwood project is the rolling pin. Other simple projects are the pine coat-of-arms since they're little more than a painted plaque. Starting fires is a simple woodworking skill. You won't learn much, but you can use that to get your skill improving. As a general rule, projects that are larger or more complex have a higher difficulty, as do projects involving higher quality wood.
3) Buy the cookbook from the bookseller in Balmora. There is an explanation of special cooking equipment that will make your cooking easier. Buy a skillet and saucepan and have them in your inventory when you try to cook meats and simple foods. It will make the difficulty significantly easier. However, because the task is much easier, you won't learn as much when you succeed. You can increase your learning by no longer using them when you are able to succeed without their help. Meats and simple recipes have the lowest difficulty, while the more exotic soups, stews, and bread have the highest difficulty.
4) Corkbulb arrows are the easiest to fletch and you should be able to succeed without too many tries. The number of arrows you receive from a fletching project will depend on the difficulty and the amount of supplies consumed. Bolts and arrows of the same type require the same materials, since bolts are half as long but twice as thick. Be sure to collect up silver dinnerware anywhere you find it, since that's the easiest way to make silver ingots to fletch silver bolts and arrows. Certain merchants also sell silver ingots.
5) Before you try to sew clothing, you should practice your stitches on extremely simple items. Armor padding, the cloth sack, and bed pillows are the easiest. Armor padding requires the least material and can be made from cloth OR bear hide OR wolf hide - so it's a great place to get some low level skill. Square pillows and round pillows are a bit harder. Once you have mastered the various types of stitches used in sewing, you're probably ready to move on to clothing. Sew common clothing to get your skill up. One hint is that common gloves take only one more cloth than a shirt or pants, but provide you with a left AND right glove, so you can sell them for more money and buy more cloth or materials if you need to spin your own thread. The difficulty of any sewing project is based on the quality of the clothing you're sewing with common being the easiest and flawless the hardest (flawless clothing is even more valuable than exquisite and is correspondingly more enchantable, but the skill and material requirements are fierce!)
6) There are currently 70 clay banks and sand bars (each) in the game and each one respawns a week after it gets fouled. If not fouled, the water cleans the area slightly, making it easier to collect sand or clay for each day it lies undisturbed. An unfouled sand bar or clay bank will also revert to virgin status no matter how much sand or clay has been removed if it lies undisturbed for a week. As you continue to take clay from a clay bank or sand from a sand bar, the chance of fouling the area increases. The higher your skill, the more clay or sand you can remove. While you can increase your manual dexterity by practicing collecting clay and sand, this will only raise your crafting to a maximum of 30. After that, only actual crafting practice will increase your skill.
7) Morrowind Crafting adds a merchant to the tailor and dyer's hall in St Olms canton in Vivec because neither of the NPCs originally there sold miscellaneous objects. Rather than edit the NPCs and risk incompatibility, an NPC was added to sell cloth, spools, and shears. The guild halls for pottery and glassmaking in Vivec sell clay and sand, respectively, and other merchants throughout the game will also sell both clay and sand. Certain merchants will also carry basic food staples and ingredients. You can also find potatoes, onion, and garlic on various farmland throughout the province as well as in the farmer and laborer's hall in Vivec.
8) Luck and Fatigue play a role in your chance to succeed in almost every task. There are spells and potions that can increase both of these, giving you an edge if you're having trouble completing a project.
9) Low Agility and Intelligence actually make the difficulty of tasks significantly harder. In order to train yourself, you can use spells or potions to intentionally handicap yourself, making low difficulty tasks (which usually have much lower material requirements) significantly more difficult, allowing you to gain skill without needing to worry about wasting TOO much money on spoiled ingredients. Low Agility and Intelligence will increase difficulty of any task 3.75% for each point below 40. As the intelligence handicap and agility handicap are multiplied together, that can raise the difficulty of any task to 225% of its normal difficulty allowing you to use a difficulty 20 project (with a correspondingly small material requirement) as if it were a 45 difficulty project. This becomes significantly more useful in late-game when difficult tasks become very hard to find or have very large material requirements. It is especially useful when mining, as this task has potentially the highest difficulty of any task in the game (adamantium rocks have an upper limit of 14 pieces with a multiplier of 20, so that mining the very last piece has a difficulty of 280!)
Don't expect to become good at any skill quickly. The difficulty curve was designed to take you a while to become good at different crafting skills. Fatigue has a MAJOR effect on your chance to succeed, so always try projects when you're fully rested, especially at low levels where you have small room for error. I cannot express this enough. If you are repeatedly failing a task, the first thing you should do is to ensure that you're not fatigued. If you are well rested and still continue to fail, then the task is probably too difficult for your current skill level. Attempt an easier task.
Revision History:
Version 1.0 Initial Release.
Version 1.1 Update patch
This patch fixed a number of minor problems and changed how menus were handled, allowing a person to re-use the last selected tool without having to reactivate it.
Version 2.0
Good grief. When making v2.0, I deleted every single script and started over from scratch. The patch made repeat crafting slightly easier, but since the original menu system wasn't designed with repeat crafting in mind, it was a kludge at best. The new crafting menu system was redesigned from the ground up to accommodate repeat crafting, and is easy to understand and more intuitively operated. I can't even begin to list all the features that were added over the original MC, but once you play it, you'll see the difference immediately. I was finally able to figure out a workable mining system, which allows mines to retain ownership information. That was the only reason v1.0 didn't have mining. And with the addition of iron and silver ore, it just made sense to incorporate smithing as well. What's the use of having all that iron if you have nothing you can do with it? I still feel that smithing is NOT the sort of thing that a person can do in dribs and drabs in their spare time and hope to get to be any good... and so smithing reflects that. It is by far the most difficult of the new skills to learn, and anyone that doesn't devote REAL time to it will never be better than average.
Version 2.1
1) Visual clues added to clay banks, sand bars, and all mineable resources to reflect their current status.
2) Smelter changed to limit training of smithing via smelting of ore. Iron ore beyond level 25 and silver ore beyond level 30 are "auto-smelted" and do not provide additional training. Be aware that this may cause your game to pause for as much as several seconds depending on the speed of your computer and the quantity of ore in your inventory.
3) Fixed bug in smelter script which occurred if you attempted to fuse Daedric ebony with exactly one piece of ebony ore in inventory.
4) Fixed bug in smithing which occurred if you attempted to smith royal guard armor with exactly one daedra heart in inventory.
5) Removed unnecessary miscellaneous clay object IDs left over from version 1.0
6) Modified smithing so that any project which uses one or more spools of thread always returns your empty spools whether you succeed or not.
7) Included several textures that were accidentally omitted from the jewelry section. Altered texture names to use MC naming convention and adjusted the meshes to reference the corrected names.
8) Fixed a bug where mining after crafting specialized equipment could result in incorrect skill advancement values.
9) Fixed a bug where some of the crafting trainers would train incorrect crafting skills.
10) Fixed an error in the custom ring definition where some custom exquisite rings only had 1 enchantment point.
11) Updated this read-me file to include specific information on how individual skills are activated.
Version 3.0
1) The defining point of version 3.0 is the incorporation of Tamriel Rebuilt into the mod. Although MC3.0 relies heavily on lua scripting, it was actually TR that set this to the next full version number.
2) Most of the in-game scripting has been removed and replaced with lua-based scripting. This allows the menus to be interactive and show an unlimited number of entries (including visual icons of the projects) as well as to display material requirements and difficulties on mouse-over. This effectively eliminated the nested menu-driven system and replaced it with a single menu with active filtering to allow you to find what you want with minimal effort.
3) Two new skills were added as the previous catch-all (crafting) was getting quite overloaded. Crafting projects were divided into Crafting, Masonry, and Metalworking projects to balance the workload as compared to the other skills.
4) With help from the online community and experts at the Morrowind Discord site, we were able to actually incorporate the crafting skills into the main skills/attribute window. Thanks go to Merlord for making this possible as well as Greatness7 and NullCascade for a ludicrous amount of help with lua.
5) Special thanks go to Denina for her generous and always gracious help on numerous aspects of the mod (and as ruthlessly harsh taskmaster, keeping the project from stalling indefinitely - without whom MC3 would have died an ignominious death) *shhh* I didn't say that! ;)
6) MC3 development has being ongoing for such a long time that I can't possibly remember every person who has offered advice, suggestions, or opinions that have made it into the finished project. Two names come immediately to mind: RedFurryDemon and Stripes from Discord who helped correct some serious mesh errors (my original meshwork was accomplished with a copy of MilkShape and a very poorly implemented .nif import/export module. It wasn't pretty). There are many others, and to those whose names I have forgotten, I apologize. Your assistance is still appreciated.
Version 3.1
1) Added cloth scraps as a by-product of sewing and scrapping to reduce wastage and provide additional ways of getting raw fiber for making cloth as well as allow for scrapping of cloth-based items previously considered too small to yield useable material.
2) Updated areas near Nevalis and in and around Firewatch to accomodate changes to the Morrowind province resulting from the new TR release
3) Fixed crafting menus to automatically filter out references to items deprecated by the TR development team.
4) Added a new, more durable mining pick for use with animated mining, as it needs to be repaired less often.
5) Fixed several minor dialog issues associated with the soul-gem quests.
6) Corrected a few textures entries on MC meshes that could result in error messages during game startup if you aren't using a texture replacer. (Some meshes referenced .dds version of certain textures that were not present if you don't have a replacer. They now reference the original .tga texture and will use the replacer if you have one, but won't error out if you don't.)
7) Tweaked a few smithing/scrapping recipes
8) Added the ability to process straw into coarse fiber via the cutting board.
9) Fixed script on Caldera mining foreman that prevented him from acknowledging that you had found the Daedric quest key.
10) Fixed missing animation mesh that would cause an error and temporary graphic glitch during the mining cart quest.
Special permissions - in past versions, I included a set of minor restrictions which I believed were very reasonable. Unfortunately, I am aware of several cases where those restrictions were interpreted more strictly than I had ever intended, and opportunities to enrich the Morrowind modding community were lost. Going forward, the only restriction to Morrowind Crafting is the GPL copyleft restriction: Do whatever you like with it provided that any derivative work is offered with equivalent freedoms. Attribution is appreciated, but not required.