The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Mysterious Workshop
   
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16 Apr, 2016 @ 9:10am
6 Aug, 2016 @ 2:09pm
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Mysterious Workshop

Description
I wanted two things very early in my game: 1. ALL the crafting tools in one room!!! and 2. A SAFE storage room for my stolen goods so I can go pay my bounty without losing it all. Shortly after that, I decided that the enchanting system in this game is rather severely nerfed and I wanted to make some of those enchantments (for the ARMOR especially) a bit stronger. This mod accomplishes all of that, with a minimum impact on the rest of the game.

Adds a workshop-style house to the world, just across the river from the first set of Thief/Warrior/Mage stones you find when escaping execution and the dragon from Helgen at the beginning of the game. To find it, either stand at the Warrior Stone and look through the hole to see it across the river, or find Anise's cabin and walk a little way northwest from there. Inside the house you will find: forge, smelter, tanning rack, armor table, sharpening wheel, alchemy table, enchanting table, cooking spit - right over the forge firepit, beds (2 adult and 2 children), various SAFE storage boxes and cabinets, and shrines to each of the Nine Divines. There is also some "clutter" associated with workshop activities: ores, ingots, and a few alchemy ingredients. It is not a very big place, sort of a one-room studio workshop. I went for cozy efficiency here rather than building a massive castle.

You will also find several sets of clothing and jewelry to help you get started with your crafting activity. They each contain a UNIQUE enchantment that adds to your alchemy, smithing, or enchanting ability. Some are easy to find, others are sort of hidden in plain sight. When you find the Lab Shoes or the Welding Mask, you will need to equip them and check the "Active Effects" tab under your Magic menu to see what they actually do for you. (HINT) there is a reason I give you two pairs of Lab Boots. There is also a unique magical staff that does fire, lightning, and frost damage over a pretty big area... but it is sort of hidden. Use of these outfits will give you a significant advantage and is sort of like cheating, so their use is optional... you could always just leave them on the floor and forget about them.

I added an enchantment (which you can learn) that lets you fortify your enchanting abilitiy! I also boosted the base magnitude for the enchantments that fortify your: enchanting, smithing, alchemy, magical spell cost reduction, and magical spell + magicka restoration. I didn't go crazy, just a small bump in power for those enchantments, to make wearing ROBES actually useful for a change, and to help you make better custom weapons and armor. In addition, I added some potions (not craftable) that will help you get started with your crafting. I also changed the effects for two common ingredients (Thistle and Tundra Cotton) so that they now fortify your alchemy, enchanting, smithing, and barter skills when used in a potion. Find them easily under the "Fortify Alchemy" tab in your alchemy menu, they're the only ingredients that have that effect.

I also realized that there is ZERO survivability when you are playing as a mage. So I beefed up the Alteration spells that give you magical armor, plus perk bonuses if you are NOT wearing heavy armor or light armor. (I did not alter the perks themselves, just the spells.) Oakflesh is now a bit useful for a change. Ebonyflesh with all the Alteration perks active is the equivalent to wearing a full suit of Elven Armor. And the durations of the spells is now a minute and a half, up from the original minute. This adds to the desirability of choosing robes rather than body armor for mages. I also gave a small boost to the "Fortify Unarmored" ability. Again, not a huge boost but enough that you will notice. This goes for you, your allies, and enemy mages!

This only "requires" the Skyrim game and official update, but it is highly recommended that you also have all three DLC's (in case I decide to add more content later) and the Unofficial Skyrim Legendary Edition Patch kit. It should work with every mod out there because it modifies such an obscure piece of wilderness, but if you have another mod that affects alchemy ingredients (tundra cotton and thistle in particular) or those enchantments that I altered, well then you might have some small conflicts and whichever is lower in your load order will prevail.

This house CAN be fast-traveled to and from, once you discover it. The map marker will look like a mine-cart. It can also be used with the COC console code "COC AAAMysteriousWorkshop" and poof you're right inside the door. Just remember the fast-travel map flag will only activate when you approach the OUTSIDE of the building.

You CANNOT move your family here, but your follower will enter with you because it is fully navmeshed inside and out.

Hey, want to see something funny? Leave all the stuff on the enchanting table and then use the table. You will thrust your fist into the mouth of that Troll Skull and it will get stuck on your arm like a bracelet. I'll bet you didn't realize that the troll skull's jaw can actually open, did you?
43 Comments
Mr. Moyer  [author] 15 Jun, 2023 @ 10:34pm 
@Pedro Prado

Sorry to hear that. I'm not sure if you're using any other mods that might interfere with this one? Rare to find one that does though. Sometimes people have an issue with it... I think it's an issue with the way the game handles doors... but I'm not a programmer this was just an experiment / learning experience for me, so I have no idea how to troubleshoot it any better because I've been unable to replicate the problem on my PC. If I can't see what's broken, then I can't figure out how to fix it.

Make sure you have the official DLC expansion packs, some of the items used here are tied to those.
Pradovskaya 6 Jun, 2023 @ 4:34pm 
This mod does not allow my game to start. Unsubscribing.
Mr. Moyer  [author] 6 Feb, 2021 @ 9:06pm 
LOL Okay, glad we got that sorted out
kelsyer 6 Feb, 2021 @ 6:56pm 
I just realized something. Complex situation, apparently I don't own dragonborn but have played it due to complex..... I will buy that and get my favorite mod back lol
Mr. Moyer  [author] 6 Feb, 2021 @ 2:23pm 
I just started a new game with this mod and several others enabled and it is running fine. Sorry it's not working for you... at least there are other "player hideout" type of mods available that give you similar options. Some questions to see if we can pin down the problem:
1. Are you using all the "official" DLC?
2. Are you running the "Special Edition" version of the game, or "GOTY edition" or what?
3. Are you also using my other "Mysterious Greenhouse" mod - and if so the Greenhouse should be ABOVE the Workshop in your mod startup list?
4. When you get into the game are you starting a new game or loading a save file... or does it crash even before the title screen? Does it crash only/mostly inside the Workshop building, or out in the wide world of Skyrim?
kelsyer 6 Feb, 2021 @ 10:38am 
It seems to be only this mod that crashes me. Others do not work, but using only this mod my game will not even fully start. I love the mod, remember it from years back. I thought had issues launching and narrowed it down to this. White run serves the purpose for now for me. I just loved the crafting area and place to store stuff, keep other places to keep things I need to sell,
Mr. Moyer  [author] 4 Feb, 2021 @ 10:29pm 
I haven't played this game in a long time... next few days maybe I'll go back in and try, but last I checked it was working.
kelsyer 4 Feb, 2021 @ 2:02pm 
I can not get the mod working, I followed all advice, is this mod no longer working?
Mr. Moyer  [author] 7 Jul, 2019 @ 10:28pm 
Someone told me that sometimes to get the mods working you need to save/exit your game at least once first, after the intro escaping from Helgen, then re-load the game. I do not know if that is true though; I played a new game just now and could plainly see the workshop building across the river as I came down the hill path from Helgen.
Mr. Moyer  [author] 7 Jul, 2019 @ 9:16pm 
Did you remember to activate the mod before starting your game? From the launcher menu you need to go through the Data Files page to set up your mods first, then play the game.
Once you start the game with the mod active, the map icon will not appear until you reach the workshop on foot. But when you reach it you should see the building, it has a little dwemer torch near the door to make it a little easier to find at night, too.
When you first start a new game, if you follow the path down the hill from the cave out of Helgen (where the dragon attacked the fort) just downhill from the signpost that points to Helgen and Riverwood, you find the three guardian stone tablets you can click to get various blessings. If you stand in front of the Warrior Stone and look through the hole in the top of the stone it is directly across the river from you. Just a short walk from Anise's Cabin. It is at the bottom of the mountain, in the woods near the riverbank.