The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Mysterious Workshop
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Update: 6 Aug, 2016 @ 2:09pm

1. Fixed an issue where the doors were setup backwards (entering the side door put you in the front and vice versa).
2. Added a barrel or storing SEEDS for those who wish to use the DLC housing with greenhouse planting features.

Update: 17 Apr, 2016 @ 1:25pm

v. 1.0:
1. Adds house to the wilderness behind the witch's shack near Riverwood. House includes all crafting tools for alchemy, smithing, and enchanting. Includes four beds (2 adult, 2 child), 4-seat table for sitting, shrines to all the Nine Divines plus Nocturne, SAFE cabinets and chests for storage, misc. workshop clutter items.
2. Slightly enhanced Fortify Armor Enchantments for: f. enchanting, f. alchemy, f. smithing, f. magic spell (magicka cost reduction), f. magic + magicka recovery rate.
3. Altered thistle and tundra cotton potion ingredient effect list. Now will provide: fortify smithing, fortify alchemy, fortify enchanting, and fortify barter with 15-minute duration when combined in a potion.
4. Added several UNIQUE items to boost your alchemy, smithing, and enchanting skills. Spread them around the workshop. One of them can be disenchanted to learn the new "fortify enchanting" enchant spell, which can be used on chest armor/clothes, robes, jewelry, and footwear.
5. Added a UNIQUE staff with an enchantment that tosses a fireball with fire, lightning, and ice damage simultaneously. Hid it somewhere...
6. Placed dwemer torches near the front and side doors (outside) for better visibility.
7. Navmeshed inside and outside. Linked inner and outer doorways. 8. Added fast-travel map marker.

v. 1.01
1. Fixed a few tight corners in the navmesh where NPCs were getting a bit stuck. (Navmesh never goes right the first time, eh?)
2. Beefed up the magnitude and duration of the magical armor spells Oakflesh, Stoneflesh, Ironflesh, and Ebonyflesh. To give mages a bit more survivability in battle.
3. Fixed an issue with the map marker.
4. Corrected a mistake with the Fortify Enchanting enchantment so now it works the way I intended.

Update: 17 Apr, 2016 @ 10:23am

v. 1.0:
1. Adds house to the wilderness behind the witch's shack near Riverwood. House includes all crafting tools for alchemy, smithing, and enchanting. Includes four beds (2 adult, 2 child), 4-seat table for sitting, shrines to all the Nine Divines plus Nocturne, SAFE cabinets and chests for storage, misc. workshop clutter items.
2. Slightly enhanced Fortify Armor Enchantments for: f. enchanting, f. alchemy, f. smithing, f. magic spell (magicka cost reduction), f. magic + magicka recovery rate.
3. Altered thistle and tundra cotton potion ingredient effect list. Now will provide: fortify smithing, fortify alchemy, fortify enchanting, and fortify barter with 2-day duration when combined in a potion.
4. Added several UNIQUE items to boost your alchemy, smithing, and enchanting skills. Spread them around the workshop. One of them can be disenchanted to learn the new "fortify enchanting" enchant spell, which can be used on chest armor/clothes, robes, jewelry, and footwear.
5. Added a UNIQUE staff with an enchantment that tosses a fireball with fire, lightning, and ice damage simultaneously. Hid it somewhere...
6. Placed dwemer torches near the front and side doors (outside) for better visibility.
7. Navmeshed inside and outside. Linked inner and outer doorways. 8. Added fast-travel map marker.

v. 1.01
1. Fixed a few tight corners in the navmesh where NPCs were getting a bit stuck. (Navmesh never goes right the first time, eh?)
2. Beefed up the magnitude and duration of the magical armor spells Oakflesh, Stoneflesh, Ironflesh, and Ebonyflesh. To give mages a bit more survivability in battle.
3. Fixed an issue with the map marker.

Update: 17 Apr, 2016 @ 12:50am

v. 1.0:
1. Adds house to the wilderness behind the witch's shack near Riverwood. House includes all crafting tools for alchemy, smithing, and enchanting. Includes four beds (2 adult, 2 child), 4-seat table for sitting, shrines to all the Nine Divines plus Nocturne, SAFE cabinets and chests for storage, misc. workshop clutter items.
2. Slightly enhanced Fortify Armor Enchantments for: f. enchanting, f. alchemy, f. smithing, f. magic spell (magicka cost reduction), f. magic + magicka recovery rate.
3. Altered thistle and tundra cotton potion ingredient effect list. Now will provide: fortify smithing, fortify alchemy, fortify enchanting, and fortify barter with 2-day duration when combined in a potion.
4. Added several UNIQUE items to boost your alchemy, smithing, and enchanting skills. Spread them around the workshop. One of them can be disenchanted to learn the new "fortify enchanting" enchant spell, which can be used on chest armor/clothes, robes, jewelry, and footwear.
5. Added a UNIQUE staff with an enchantment that tosses a fireball with fire, lightning, and ice damage simultaneously. Hid it somewhere...
6. Placed dwemer torches near the front and side doors (outside) for better visibility.
7. Navmeshed inside and outside. Linked inner and outer doorways. 8. Added fast-travel map marker.

v. 1.01
1. Fixed a few tight corners in the navmesh where NPCs were getting a bit stuck. (Navmesh never goes right the first time, eh?)
2. Boosted the alteration spells that give you magical armor. Duration of each is now 90 seconds instead of 60 seconds. Magnitude has been bumped, too. Oakflesh now might just save your life instead of being completely useless. Ebonyflesh, with all the Alteration perks, is now equivalent to wearing a full suit of Elven Armor... but only if you are actually wearing NO armor (just clothes, robes, jewelry, or naked). Of course, enemy mages get this same benefit.

Update: 16 Apr, 2016 @ 9:10am

1. Built a house in the woods across the river from Riverwood, behind the old hag's cabin. Placed torches near the doors. Navmeshed the exterior.
2. Inside, placed a forge, smelter, tanning rack, sharpening wheel, armor table, alchemy table, enchanting table, cooking spit, four beds, lots of storage boxes (non-respawning), and a table for sitting.
3. Installed two shelves with shrines to the Nine Divines.
4. Navmeshed the interior.
5. Made new enchantment: Foritfy Enchanting, for use on chest armor, shirts, robes, and footwear.
6. Added to the magnitude of other enchantments: Fortify Smithing, Fortify Alchemy, Fortify (each spell category), Fortify (each spell) + Magicka Regeneration.
7. Built clothing sets with unique enchantments to help you with your crafting skills. Placed them around the interior.
8. Made a new potion to boost crafting skills, placed a few in the interior.
9. Altered Thistle and Tundra Cotton ingredient effects, can now be combined to make a potion to fortify alchemy, smithing, enchanting, and barter.
10. Sprinkled some crafting clutter items around the interior.
11. Made a new weapon enchantment to shoot fire, frost, and lightning at the same time. (visual effect is still the standard fireball though.) Put that effect on a staff and hid it somewhere.
12. TESTED AND WORKS with all the official DLC, Hi-Res packs, "unofficial patch" kits, Purity mod, Better Potions mod, Green Water Fix, Falskaar mod, Wyrmstooth mod, Falskaar Purity patch and Falskaar water fix. SHOULD also be compatible with Lanterns of Skyrim mod, OpenCities, EnhancedTownsAndVillages, WATER, ENB, and most other custom player homes - unless they are in the same location. Feel free to test with these and let me know if you have any conflicts.

TO DO LIST:
Please realize that I HAVE A LIFE. A job, responsibilities, etc. So these ideas may or may not ever become reality. If I do have time to work on these, it will be SLOW. Still, some of this might someday make it into an update of this.
1. Make a quest to discover the origins of the Mysterious Workshop.
2. Add a secret greenhouse out back with plant-able planters.
3. I currently have no plans - AND NEVER WILL - to make this home "family friendly" because there are already enough properties that allow you to move your family in and have pets. Sorry. This is a workshop, not a day-care. So when you leave your home after breakfast to go to work, this is where you go. You don't want kids runnign around jumping into the forge's fire, and you don't want your dog to eat your gold ore nuggets. Do you?
4. If you have any good ideas I will consider them. They might even make it onto this list.