The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Dragonborn Crafting Hall
109 Comments
Shadowjim 23 Jan, 2023 @ 11:23am 
This is a great mod for Skyrim. To bad it is not available for the Special Edition.
palmert 16 Jan, 2015 @ 8:17pm 
Having Scaly Pholiota in my inventory, causes my game to crash when trying to create a potion.
Avatar1971  [author] 24 Sep, 2014 @ 12:06pm 
A new updated version of this mod now with a living area is available on the Nexus at this link, please read the install notes when updating from this version (1.9) to the new 2.1 version there.
http://www.nexusmods.com/skyrim/mods/49888/
SoullessHeart 12 Sep, 2014 @ 5:26pm 
There should be a small sign or something outside the hall so you can check how many days it has been for those who arr not good at keeping track.
BrokenHusks 26 Aug, 2014 @ 5:29am 
Its a great mod make levelling up simple. Perfect if you've had a few playthroughs.
miasma 28 Jul, 2014 @ 6:37pm 
for some reason now there is a big dwemer door outside riverwood
Drakhannik999 24 Jul, 2014 @ 10:32am 
hi guys, this mod is really useful, I myself am moder Nexus and am part of la confrérie des traducteurs, so I support this mod is that it's a cool guy, willing to help, and gives good ideas for ur mods;so try and see!rate !
captmarc123 15 Jul, 2014 @ 10:11am 
ok great mod only one bug? the merchant ONLY sells/buys thru her money ONCE after that she is stuck at 36,000 and it does not move up or down BUT the rest works fine respawn or not is as it should be SHe is stuck at 36,000 IF I sell enough to get all her money I have tried it with several play-thrus and if I leave a few thousand she resets to 30,000 and we can repeat BUT if she goes broke she sets to 36,000 and and no longer takes or gives money, actually like she doesn't keep taking money ..... umm is she single? or widowed? I could use a woman that didn't keep taking money ;) a rich widow now that is a treasure ;) and does she have any sisters to make followers? ha ha good mod thanks again
radiriz 7 Jul, 2014 @ 9:34am 
Thanks! I needed this! Will help alot with my Spider Lord. :D
Sauron 25 Jun, 2014 @ 5:29am 
how did you get the time clock on the left hand corner ?
Darthtaiter 16 Jun, 2014 @ 10:47pm 
oh, btw.... this is the most awsomest mod ever... just so you know....:)
Darthtaiter 16 Jun, 2014 @ 10:45pm 
My crafting hall has disapeared and won't come back... I have a deleted a bunch of mods and even re-installed Skyrim, started a new game.... I have all the DLC's..... the crafting hall was there and working fine and I added a couple more mods and it went away like a puff of smoke and I dumped all my new mods and a few more for good measure and no dice.... sigh.....=(
Vel 8 Jun, 2014 @ 3:58pm 
kind of
Jim713 21 May, 2014 @ 7:01am 
Damn I love this mode thanks again. Started new game and really saved me all that drama standing in one spot recasting a spell for hours to level different spell trees. To every out there this is mode covers almost other enhancement modes, so use it :)
Catfish0123 11 May, 2014 @ 8:23am 
Love it, thanks!!!
Avatar1971  [author] 2 May, 2014 @ 6:18am 
@captmarc123
If you look in the Skyrim spell chest you will find teleport spells to all of the original houses that was added with the update on the Apr 16th. I went with spells over stones so it would work with almost all the custom house mods for those homes. They are all novice spells and cost no magica so can be used by any character type.

I added the Ring of Enchantment to the enchanting chest with the last update I did on Apr 18th, and a few updates ago (Mar 9th), I added 5 unique items with special enchantments from Skyrim to it. So that may be where they came from depending on when you last used that chest to learn enchantments (most likely the new ones you learned). Don't worry though when I add new items to any these "no respawn" chests anything you stored in them will still be there, it will just add the new items to the chest too.
captmarc123 1 May, 2014 @ 9:54pm 
ok heres the follow up and please don't "fix" anything ha ha everything reset as per after the 10 "in game" days and I mean everything. even the no-respawn did the reset so please do not fix it I did get some NEW types to disenchant but about half were the same ole same ole. BUT all were in different types as in it was in heavy armor chest piece but now in light armor gloves or boots etc. is it because I did so many disenchants that it dors not see them so it sets up more? NOT a complaint ;) ok now I will be a bit greedy is there a way without making a whole lot of work for you to put in the teleport stones to the other thane homes > not to all the possible player homes from mods or you build them types just the ones you can buy when you get to be a Thane. IF you can ONLY add one to the Hobbiton Home it would be fine as in the Hobbiton home there is a "map" that allows all the cities/player homes SO I could hop there and then hop to any other place
captmarc123 25 Apr, 2014 @ 9:47pm 
AH that explains it, I have been using it as my trade off location to switch my teams out,, I have 4 teams of 3 followers each, yes mostly women with weapons ;)), but 2 teams have that sabertooth or his mate, very effctive in sneak, only problem with the cats is they are too "tall" to jump over in a narrow passageway if they lay down. So I will pack everyone off to different homes now so it can reset. lastly (for now) have you set a trigger for dragons to spawn ? nearly every time I come out 3 of 4-5 times they are waiting overhead. not a complaint, just curious, but not every one burns up and gives a soul (3 out of 11 have not and all were the ancient). thanks again for making such a great mod, maybe you can fix the Steams "workshop" next ;) I get 8-10 clicks and then it crashes (says I am not connected to internet OR the server isn't so I have seen only the first and last few pages of the 689 they say are there. bummer
Avatar1971  [author] 25 Apr, 2014 @ 9:16pm 
@Captmarc123
The respawning is set to the default Skyrim rate of 10 days. The countdown timer resets to 0 every time you enter the hall. So if you need the items to respawn make sure you wait for 10 in game days before you enter the hall again.

@emufresh Lest we forget
Every crafting item, every enchntment to learn, every spell plus some new ones, a special ring of enchanting, gold, a rich merchant, and a leveling potion you can make. Also a stuff that can not be crafted like all the clothes, crossbows, and 1000 bolts for it.
captmarc123 25 Apr, 2014 @ 9:08pm 
great mod, even tho this has all the pieces and parts to make gear/armor/potions etc it still takes a lot of time to make all the stuff :) which is ok for me and I still find myself hitting every flower and ore lode that I go past. hard habit to break, that said what is the respawn timer on this? or is each type a different timer? maybe your next mod could be one to make all ore nodes respawn at the same rate as flowers/mushrooms etc. thanks for this mod I plan to do at least one toon of each race as it is amazing how different the game is just changing that factor.
Lt.Maclean 25 Apr, 2014 @ 8:02pm 
whats in there
Chris B 22 Apr, 2014 @ 3:39pm 
Thank you! i will check them out and sub to them possibly.
Avatar1971  [author] 22 Apr, 2014 @ 3:35pm 
@Chris B
There are already a few mods you can use that do this is why I didn't include any Hearthfire materials. Here is a link for 2 I know about.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=101961809
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=120103691
Chris B 22 Apr, 2014 @ 7:54am 
Can you please add a version for Hearthfire so that you can get unlimitted quarried stone, lumber, pelts, and other stuff like glass and straw? Many thanks!
Avatar1971  [author] 20 Apr, 2014 @ 7:23am 
@{tch} Yoku v.v
It sounds like you have a magic overhaul or immersion mod that changes how all magic works in the game since it changes spells, staffs, and enchantments. This mod doesn't alter anything with any of the normal staffs, enchantments, or spells other then adding some new spells and 1 new enchantment you can learn. If you want to figure out what mod is messing up your staffs, magic, and enchantments try turning off any immersion or overhaul mods one by one until you find the one messing up all your magic in game.
UFRL Leader 20 Apr, 2014 @ 2:53am 
I dont know if anyone has had the same problem but ive had a problem with the spell tomes. They are not what they say they are and do random damage and magika useage. Like firebolt says 31 damage and 96 magicka but does about 15 and is just flames but uses 200 magicka. Im not sure what it is i have also had trouble with enchanting and staff too staffs dont have any power on the listing but one shot everything and enchantments hinder me and make me weak. please help this is weird!
Avatar1971  [author] 18 Apr, 2014 @ 7:42pm 
@S_D_whit
OK I looked at that mod and I don't think the teleport spell is going to work with Shezrie's Breezehome Mod. I placed the marker right by the original COC and door marker but this mod must have moved the house down as my marker is above the house cell, I almost died teleporting into it from fall damage LOL. It is quite an ugly void it makes when teleporting in. Is the House OK as long as you go into it from outside first? If it is then I guess you just will not be able to use the one spell and that isn't too bad. If is messed up no matter how you enter, then you might want to look at Breezehome FullyUpgradable by Sku11M0nkey. To me that is the best Breezehome mod out there and I know my No Teleport mod version works great with that one at least.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=132876013&searchtext=breezehome+dawnguard

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=234205315
Whit 18 Apr, 2014 @ 6:12pm 
Thanks for the response, listed below are the current House mods Im using, but after uninstalling and reinstalling them, all but the breezehome is working now, the breezehome still sends me to the land of broken homes with parts of both the old and new mixed together with large gaps everywhere, but I will try what you suggested and use the no teleport version of your mod and see if that doesnt correct the issue. thanks

Shezrie's Breezehome Green Version
v1.5 HoneysideTNF-Hearthfire
v1.5 Vlindrel Hall TNF - Hearthfire
v04 Proudspire Manor TNF - Hearthfire
Avatar1971  [author] 18 Apr, 2014 @ 3:17pm 
@S_D_Whit
About the teleport spells, I downloaded and tested out the teleport spells with some of the most popular mods like Breezehome FullyUpgradable by Sku11M0nkey and Thanes Breezehome by StormCrow06 and I had no issues. I only added a marker to the homes and as long as the mod doesn't change the name of the cell, the spells should work.

When you used the spell and ended up in the void, you should have been able to teleport back to the Hall with its teleport spell. The spells work by linking to only the cell in question so you should have never end up in a void, unless the mod author created his house by copying the original cell, made a new one, then didn't delete the old one completely. What house mod are you using? It could also be any mod that changes how magic works. If you have any can you list those as well so I can look into your issue and try to help you figure it out.
Avatar1971  [author] 18 Apr, 2014 @ 3:12pm 
@S_D_Whit
Thank you, I'm glad you like the mod. If you have a modded Breezehome you should be using the No Teleport version of this mod. It removes the teleporter so it will not conflict with modded homes. Make sure you get all your stored items out of the hall if you switch versions so you do not lose your items, also do not be in the hall with your current save. It is linked in the description for you if you want to use it.
Whit 18 Apr, 2014 @ 5:57am 
I absolutely love this mod, but I must inform you that your teleport pillar to breezehome and your new teleport spells do not work if you have any mod that changes these homes from the vinilla version. I was excited to see the teleports but disappointed when they sent me to the land of unknown and it took forever to get back out again. If at all possible, you should make the teleports take you to the map marker location outside the homes rather then inside the homes, unless they can be modifird to work with the other mods. Oh btw I LOVE the Blink spell, its awesome!!
Avatar1971  [author] 18 Apr, 2014 @ 12:10am 
Updated file again to add a Ring of Enchantment to enchantment chest, the ring can be disenchanted to learn new Fortify Enchanting enchantment.
Avatar1971  [author] 16 Apr, 2014 @ 1:58pm 
@MorningLightMountian
Yes, I updated all versions of this mod.

For people that want to use the Nexus version here a link to it.
http://www.nexusmods.com/skyrim/mods/49888/
MorningLightMountain 16 Apr, 2014 @ 1:09pm 
Is it updated on Nexus as well?
Avatar1971  [author] 16 Apr, 2014 @ 11:55am 
Just updated file to include new teleport spells to each vanilla house, a blink spell, and a master invisibility spell. Also added a crossbow and 1000 steel bolts to enchantment chest for you archers out there.
MorningLightMountain 15 Apr, 2014 @ 3:02pm 
If you have the crafting overhaul mod you can make them at any forge. if you aren't using that it's still nice if you use archery but prefer the crossbow and don't want to wait until Dawnguard to have access to it.
Avatar1971  [author] 15 Apr, 2014 @ 2:59pm 
@MorningLightMoutain
Yes that is a good idea, I will add a base Crossbow since that is something you can not make in the Smithing menu's. I will update the file as soon as I get a chance.
MorningLightMountain 15 Apr, 2014 @ 12:45pm 
The guardian stones are only a minutes walk from the hall though.
MorningLightMountain 15 Apr, 2014 @ 12:44pm 
Could you also add the base version of the crossbow as welll?
Trog 14 Apr, 2014 @ 2:50am 
Best of the Best thank you
Avatar1971  [author] 12 Apr, 2014 @ 7:52am 
@Trigger
I am thinking about doing another mod that will have the crafting hall items in it that is a full house with followers and other things like all the stones. It will be next to the hall so can work with it. For now your stuck with using the teleporter to Breezehome for sleep till that is done.
Trigger 11 Apr, 2014 @ 10:15pm 
This mod is great as it is, Awesome if you would add the 3 Guardian Stones, Warrior, Thief and Mage as they are part of the crafting system, plus add a bed= 8 hour sleep = learn all skills 10% faster + 20% learn faster from the Guardian stones = 30% learn faster.
Avatar1971  [author] 3 Apr, 2014 @ 3:26pm 
@Caco_Gamer
All you have to do is launch the game from Steam and it will aotomaticcly DL it for you. You can check it by choosing the Data Tab from the launcher and you should see the mod checked. It is called Cheat Chest Home Add On.
Alucard 3 Apr, 2014 @ 1:19pm 
i already subscribed, and how can i download it?
basso.canto 30 Mar, 2014 @ 11:20pm 
thank you for the clarification and the post.
Avatar1971  [author] 30 Mar, 2014 @ 8:26pm 
They do respawn and it is set to the regular default rate of 10 in game days. Only issue with that is each time you enter the Hall the timer resets to 0. So you have to not enter the Hall for 10 strait in game days then they will all respawn. Sorry I should have made that clear in the description and am going to add it right after I post this.
basso.canto 30 Mar, 2014 @ 7:30pm 
Chest do not respawn, even after hours of gameplay and mulitude of days. Do I need to delete and re-subscribe? FYI, I have Dawnguard, Dragonborn, and Hearthfire loaded. Love the mod outwise.
Avatar1971  [author] 28 Mar, 2014 @ 4:24pm 
After many requests I will be doing a version without DLC. Coming Soon
Avatar1971  [author] 20 Mar, 2014 @ 10:34pm 
@ZalrockChaos
Not sure why yours is in French since the one in my game is in English, maybe you have a French mod installed that changes that spell in the Dragonborn DLC? It will be easy to find in the menu at least LOL.
ZalrokChaosTTV 20 Mar, 2014 @ 7:02pm 
The Bound Dagger Spell is in French while everything is English, I don't know why.