<font color="#FF0000">The Creation-Kit has been released. I recommend you use it instead.</font>
I've received a lot of questions about how I made the Arrowsmith mod without the Creation Kit (CK). On top of that I don't have the time to fulfill everybody's requests and make every variation of the mod that every person wants.
So in this tutorial I'm going to explain how to create a simple recipe mod to make a Woodcutter's Axe out of Iron Ingots and Firewood. And hopefully this will help fellow modders figure out how to make their own or make changes to mine.
This may be updated in the future to reflect bug fixes or other discoveries.
· Before You Start
· Part 1: Install and configure Fall Out Mod Manager
· Part 2: Creating a Basic Plugin File (ESP)
· Part 3: Create the Recipe Record
· Part 4: Finalize and Test
· (Optional) Part 5: Moving Your Recipe to a Different Menu
· Appendix A: Form IDs
· Appendix B: CTDA Subrecords
Since there is no Skyrim Mod Manager or CK yet we have to use the latest FOMM. With a few tweaks it will work with Skyrim.
Before continuing with TESsnip, you need to find the item IDs for all of the materials needed to make the item and the ID of the item that's being made. In this tutorial we need the item IDs of Iron Ingots, Firewood, and Woodcutter's Axe.
There are several ways to find the IDs. The easiest way is to look them up on the UESP wiki. Or you can look through the Skyrim.esm file using TESnip or Skyrim Viewer but that may be more difficult.
Another way is to use the game's console to do a search. To do this use the command <font color="#FFFFFF">help "<font color="#00BFFF">query</font>" 0</font>, where <font color="#00BFFF">query</font> is your search term. This will give you a list of all the records in the game containing the query. You can scroll through a long list using PgUp and PgDn keys.
So our IDs are:
Iron Ingot: 0005ace4
Woodcutter's Axe: 0002f2f4
Now that we have the IDs, let's continue in FOMM.
Go back to TES4's HEDR subrecord and change Record Count to the total number of GRUPs plus the TES4 record. For some reason this does not include records inside of GRUPs.
If you followed the tutorial, this will be 2. TES4 and GRUP (COBJ).
Now save your plugin as an esp file and enable it in Skyrim (Data Files in launcher or edit plugins.txt).
Load the game and visit a forge. You will find the Woodcutter's Axe recipe in the MISC section of the Forge.
If you would like to know how to move the recipe to another section besides MISC, follow the steps below.
The data that determines where in the smithing menu the recipe appears is actually found in the resulting item rather than the recipe.
Each item contains keywords (like tags or categories) that affect where they appear in various menus, such as shopping menus, smithing menus, or in your inventory.
So to move your recipe to a different menu, you have to edit the keywords for that item, which also means overwriting the game's record for that item.
Feel free to correct me if I'm wrong about this, but this has worked for me so far.
I believe form IDs are normally created automatically by the CK. But in this case we have to make up our own. The simplest way that seems to work is to have your form IDs start with 01. Then select a number (in hex) between 01 and FF for your own use to be the 2nd byte. Then use the remaining bytes to number your records. For example mine are 0188xxxx. 88 being the number I selected to identify my new records and xxxx being 0001, 0002, etc.
The difference between 00 and 01 ids:
The first two digits in the form ids are called the mod index. Everything in Skyrim.esm automatically has a mod index of 00. Additional esm/esp files will be assigned a mod index based on their load order. Since Update.esm loads after Skyrim.esm, it gets the mod index of 01. Plugins loaded after that will be 02, 03, 04, etc. Every 01 id and reference to a 01 id you include in your plugin will automatically have it's mod index changed based on what mod index that game assigns it. You'll only see this change in the game. It will not make changes to the plugin file itself. So as long as you give your new records a 01 id, you should be fine. Only use 00 ids to replace existing Skyrim.esm records or reference them.
CTDA subrecords specify conditions that must be met before the recipe will appear in the smithing menus. They are long and complex. Here's what I know so far.
Some of this I figured out from the CTDA_Field entry on UESP, but not everything matches up.
The CTDA subrecord is typically 32 bytes long.
<font color="#FF0000">00</font> <font color="#FF8C00">00 00 00</font> <font color="#FFFF00">00 00 80 3F</font> <font color="#9ACD32">C0 01</font> <font color="#2F4F4F">54 00</font> <font color="#00FFFF">66 AD 03 00</font> <font color="#4169E1">00 00 00 00</font> <font color="#FF00FF">00 00 00 00 00 00 00 00 FF FF FF FF</font>
Thanks so much for posting this and sharing it with our community, Samutz!
Very useful tutorial here. I'll be looking over it in more detail soon, then I will be using it to update my Silver Ebony mod to version 2.0, making everything craftable. Thanks a lot for this
Thanks for sharing this mate, will definately give it a read sometime next week as I am busy the whole weekend.
"Faithless is he who says fairwell when the road darkens" Gimli in The Fellowship of the Ring
Good old fashioned modding without an Editor, gotta love it.
Sometimes when the game is designed using one of the free scripting languages and the code is exposed, you can do more than an official editor would have allowed.
Quote: Create a CNAM subrecord. This is the ID of the item you want the recipe to create. For the tutorial, we will use the Woodcutter's Axe ID (0002f2f4), so enter F4 F2 02 00.
Create a CNAM subrecord. This is the ID of the item you want the recipe to create. For the tutorial, we will use the Woodcutter's Axe ID (0002f2f4), so enter F4 F2 02 00.
Are you allowed to add a new ID?
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