Just a note to say I didn't port this mod to SE or Anniversary Edition, but I've tested it in my own load order and it is still working correctly.
As always it wont work with other mods that alter the default gems too much. Eg: there is still some functionality with immersive jewellery but they alter a lot of gems, so some things no longer work, but all the soul gem crafting does still work.
1 - Alchemy potions are just that, potions. That means, at worst, a viscous liquid that is still smooth enough to drink and at best, tingly milk that itches all the way down. Will these recipes work with a mod that makes all alchemy potions require water as its base mixing liquid? The idea of drinking "bottled gem dust", however finely powdered, makes me want to sneeze. 2 - Are the text descriptions for these dusts less crowded than the mod images or can they be customized to a simpler "crushed amethyst dust" or "powdered amethyst"/"powdered flawless amethyst" instead of the lengthy "crushed amethyst gem dust" to keep the displays tidy? 3 - With access to soul gem dust, would it be possible to use batches of gem dust to create new, empty soul gems? I can understand that crushing a soul gem releases the soul energy and makes it empty but in theory, I could crush down...say....30 common soul gems and make 5 greater soul gems. It would have to scale appropriately and likely require a magical binding agent, such as spriggan sap and/or glow dust, but that's my idea.
cool thanks! btw, I used also tes5edit to mix this mod with requiem.esp, requiem-hardtimes.esp and unnoficialpatch esp, minor ajustments concerning prices, linked item and vendor lists, also 3d item positioning or something "bounds". takes less than 15min to do. Also I dont think rerunning SkyProc or ASIS is required for this mod, so I just put it at end of my plugins list.
If by removing it from NMM it doesn't try to uninstall anything, then yes it can be removed. I've never tried to delete anything without uninstalling it first, so not sure how that works. If you don't want the meshes to show up in NMM you could just download and copy the files over manually (allowing to overwrite)
You can set conditions for each recipe so that it only appears if you have the appropriate gems. This will help to de-clutter the menu.
I believe the condition you want is 'GetItemCount'. Select the gem that each recipe uses in the drop down box and set the condition to'>=' and '1' (Greater than or equal to one).
This seems like a really cool idea, downloading now! My only comment would be that I wish they had their own models, but I like what you've got already anyway.
12 comments
Just a note to say I didn't port this mod to SE or Anniversary Edition, but I've tested it in my own load order and it is still working correctly.
As always it wont work with other mods that alter the default gems too much. Eg: there is still some functionality with immersive jewellery but they alter a lot of gems, so some things no longer work, but all the soul gem crafting does still work.
Cheers,
Esme
1 - Alchemy potions are just that, potions. That means, at worst, a viscous liquid that is still smooth enough to drink and at best, tingly milk that itches all the way down. Will these recipes work with a mod that makes all alchemy potions require water as its base mixing liquid? The idea of drinking "bottled gem dust", however finely powdered, makes me want to sneeze.
2 - Are the text descriptions for these dusts less crowded than the mod images or can they be customized to a simpler "crushed amethyst dust" or "powdered amethyst"/"powdered flawless amethyst" instead of the lengthy "crushed amethyst gem dust" to keep the displays tidy?
3 - With access to soul gem dust, would it be possible to use batches of gem dust to create new, empty soul gems? I can understand that crushing a soul gem releases the soul energy and makes it empty but in theory, I could crush down...say....30 common soul gems and make 5 greater soul gems. It would have to scale appropriately and likely require a magical binding agent, such as spriggan sap and/or glow dust, but that's my idea.
btw, I used also tes5edit to mix this mod with requiem.esp, requiem-hardtimes.esp and unnoficialpatch esp, minor ajustments concerning prices, linked item and vendor lists, also 3d item positioning or something "bounds". takes less than 15min to do.
Also I dont think rerunning SkyProc or ASIS is required for this mod, so I just put it at end of my plugins list.
I believe the condition you want is 'GetItemCount'. Select the gem that each recipe uses in the drop down box and set the condition to'>=' and '1' (Greater than or equal to one).