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bluesausage
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You wouldn't necessarily need
You wouldn't necessarily need schematics to learn how to recreate what the dwemer had made. If given a weapon or piece of armor of dwemer make a skilled smith could study, pick apart, and reverse engeneer the concept. While not necessarily knowing the exact techniques, it would be possible to create something very similer. It wouldn't be exact most likely, but it could be generally the same. And let's not forget that its been hundreds of years sence they were last seen. Commen smithing techniques may very well have finally caught up with the dwemer. Not counting the machinery of course.
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Update:

Update:

Just made a script that makes it so that the Skywind recipes only show up in Skywind games, not in Skyrim. They will be added in when starting a new game, and for current saves, going in the starting prison ship will update the recipe list.

ZeroSbr
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iceflame542 wrote:

iceflame542 wrote:

Update:

Just made a script that makes it so that the Skywind recipes only show up in Skywind games, not in Skyrim. They will be added in when starting a new game, and for current saves, going in the starting prison ship will update the recipe list.

Thank you for this!! As a person who will probably be using a current save for Skywind, I definitely appreciate this.

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Just an idea of how I plan to

Just an idea of how I plan to balance crafting for Skywind, feel free to give ideas/criticize etc.

Smithing:

• I feel to retain the rareness of Daedric armor in Morrowind, Daedric armor should not be craftible. This would keep the rewarding factor of finding it ingame, as there is only one of most of the armor components other than the set that Divayth Fyr has

• The player craftible version of Dwemer equipment should be not as strong as the true Dwemer armor found in ruins, but is easier to obtain (the player may need to learn how to make it, though)

• Any other requirements for smithing are in addition to the regular perks for crafting

Cooking:

• As is, but most recipes should require salt piles (where it makes sense), which can be found in leveled lists as well as mined from salt pillars in the Bitter Coast mangroves, like in Ravanna's Concept:

 

Tailoring:

• Initially, the player can craft common level clothes, robes, and face covers, and can learn to craft expensive, extravagant, and exquisite level clothing items from books that can be bought (or stolen for some) from tailors/clothiers

 

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Will you add some poison

Will you add some poison/venom recipes (as crafted, not alchemy)?

> salt pillars
Great idea. May be somebody even make them destructible/growing. I made micromod with mineable salt vats from Skyrim's volcanic tundra region.

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I could make a Bittergreen

I could make a Bittergreen poison, as it is poisonous when raw but safe when boiled, but I don't see what is wrong with using alchemy to make poisons, I feel like cooking them would clutter the menu (It would add a misc category). Maybe the effects of Bittergreen petals can be altered to damage health and stamina, but it would restore it if cooked, so that way the raw Bittergreen can be used as a poison.

And I'm thinking for the salt that the pillars would be minable, while the smaller salt pods would be harvested like flora. 

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> but I don't see what is

> but I don't see what is wrong with using alchemy to make poisons

Alchemy is good for general purposes, but really i don't like that simple system. Universal and very uneffective ("balanced") toxins, that just decrease some HP.

I've thinking about more special venoms, may be even related to quests : such as using tears as toxin to kill Shivering Isles's guardian.
If somebody can this scripts, community would be made lethal poisons for killing specific enemies.
Really good if we can make special effects of blinding or long-term paralyze (i really don't like rigor-mortis effect)  /unconscious.

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I like that idea, maybe there

I like that idea, maybe there can be some kind of paralysis venom as a rare drop from scribs, like how frostbite spiders drop frostbite venom in Skyrim. 

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There are some ideas about

There are some ideas about geology, rearranging perks (if it possible without changing vanilla) and blacksmith skill.
May be their already exist but not very available and stable.

1. Iron mines, corundum (what is this?) elvish and orichalcum ores are not available on Vvarfendell (as we can see from Morrowind, volcanic nature of island and tools of aborigines). Dragon bones obvious non exist too. Island is rich only on glass, ebony and gems/diamonds. Dwemer artifact (so metal source) trade is illegal.

2. So it's should be easier to buy or loot metallic weapon that to get enough material to develop smith skill and make it yourself. I think we should rearrange, rename and change some perks in blacksmith skill to add more specific crafting of organic materials (wood, leather, netch, bones, chitin and other) instead of metallic items.

3. Imperial traders and contraband are only plausible source of metals and metallic goods. Player should be capable of
melting metallic items to metal (not so sure about moonstone and about elven weapons in Skywind in general).

4. There is no corundum mines too. Community can change small requirement in corundum to charcoal, produced from inexhaustible wood (in smelter too). And that also will be more realistic recipe of steel than vanilla.

5. Possible constellation of perks :
 

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looks cool

looks cool

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There are definitely some

There are definitely some good ideas there, but I don't think we are changing the perk trees for compatibility reasons, and to avoid impacting normal Skyrim gameplay. The recipes can certainly change change to accommodate the lack of corundum veins though, and iron ore could be found in Imperial/hlaalu shops and smiths, and maybe some veins could be added to the easternmost and westernmost areas away from Red Mountain (Bleakrock in Tes Online has iron ore viens, and it is in the inner sea on the border of the Sheogorad region).

Edit: Solstheim would be a good place to add in iron ore veins and other Skyrim ores as well, considering its climate.

no1
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hmmm looks good but ebony isn

hmmm looks good but ebony isn't stone what about you take the skyrim skil tree as basis

every noob should be abel to handel iron because its pretty basic andmelting could be depending on the materiaal be link to the perk u got like dwarven metal would only be possibel whit the dwarven  perk

like this see attachment  so u stil got the heavy and licht armor thingie  and daedric would be the best there is and stalhrim

 

 

AttachmentSize
Image icon perkie_tree.png1.91 MB
alysander
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> ebony isn't stone

> ebony isn't stone
i mean more non-metallic AND non-organic. And i think it's methods of processing to goods should be different.

> every noob
halkolithic ages lasted several thousand of years and Vvarfendell is very small island without metals.

> like this see attachment  so u stil got the heavy and licht armor thingie  and daedric would be the best there is and stalhrim
cannot solve this phrase

@ iceflame
> Solstheim would be a good place to add in iron ore veins and other Skyrim ores as well, considering its climate.
i think we should stick to the current (DB) state of Solsheim : rare veins in wild places (but big ebony deposit).

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 dont take the stuf i say to

 dont take the stuf i say to serieus alysander i am no1 

and i am not sure what the halkolithic age is but iron is need it for everything not only armor so i am pretty sure the got a source of iron some where even if its only tru trade 

also this is my first attachment here so i am not sure it works any 1 els seeing this ?

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why not eventually change the

why not eventually change the perk trees, I heard that eventually skywind will get its own launcher so that stuff like this can be in the game, new perk trees, new UI etc.

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Right, there was some chat

Right, there was some chat about this in the... chat.  Vvardenfell is a volcanic island, so fictitious volcanic glass like ebony and glass are in plentiful supply, but heavy metals should be non-existant.

Iron would not exist in minable veins.  It would likely exist in the form of bog-iron, perhaps along the bitter coast.  These are tiny little pellets of iron that precipitate in the acidic environment of bogs after being condensed by bacteria which use iron as a base for biological compounds (like heme in humans).  Bog-iron is what the vikings used to make most of their weapons - but it's not mined.  It's collected from turning over peat moss and smelting down the pellets trapped in the somewhat 'organic rock' - eventually - into ingots.  If added, bog-iron smelting should be a tedious process.  Taking loads of heavy bog-iron to smelt down into an ingot of iron.  Iron should be much more readily available to players that join the imperial legion and purchase from the garrison smiths.
 

Orichalcum shouldn't exist outside the Wrothgarian and Dragontail mountains (and maybe northern parts of Hammerfell).  It should have never even been in Skyrim - otherwise why wouldn't the Nords be using it to craft THEIR heritage armor?  Skyrim did a piss-poor job of making sense.

Same with 'moonstone', whatever the hell that's supposed to be.  This stuff should only be found in the Summerset Isles, or else it wouldn't be unique to the craft of the high elves.

Trollbone - no trolls, no bones.  Of course some suits of it would be imported from Skyrim, but it shouldn't be craftible.

Dwemer - While I recognize the metal exists and could be 'smelted down' into ingots, the knowledge of how the metal was forged was lost with the dwemer.  There is only one person alive who would know how to work with Dwemer brass, and that's Yagrum.  Think of it as though you went around melting a lot of high-quality katanas, and tried to make a new one without knowing the secret of folding steel.  It's the craftsmanship - not just the metalurgy, that was lost with the Dwemer.

Armorer skill should still let you, however, maintain and even improve the weapons in these uncraftible categories you find.  Removing oxidative damage, honing the blade, hammering out dents, etc.  More in line with what Morrowind had.

Precious metals like copper, silver and gold, should only be gotten through trade - and not really reliable sources for ingots.  Go to one of those 'cash for gold' places and see how many rings and ear rings it takes to make one standard ingot.  I'm not sure the Imperial Legion would even bother carrying such luxury goods as ingots.  Silver MIGHT be kept on hand for the Imperials to craft weapons from, to kill 'em some ghosts.  If you want precious metal jewelry, go buy or steal it.  Probably from a Nord, Breton, Imperial, Redguard or Khajiit.  Dunmer don't seem to favor gold, except for gilding armors of house Indoril.

If you want to make your own jewelry, you've still got lots of native possibilities.  Ebony and glass (and in Bloodmoon, perhaps Stahlrim) for settings, pearls in abundance, all manner of gemstones (especially diamonds), iridescent beetle elytra, mother-of-pearl, bone, beads.  Exquisite jewelry is hella 'spensive, and seems to be made from these rare gems and beautifully exotic types of materials, more predominantly than lame Western 'gold'.

In short, it would make sense to limit the mines to:  ebony, glass, gems, eggs.  Limit crafting to: bonemold, corkbulb, chitin, glass, ebony, netch leather, dreugh, silver iron steel and Nordic steel (from Imperial Legion ingots).  Please keep daedric out of the hands of crafters - it should be a rare find to encourage exploration/murder of Divayth Fyr.

Also, what the hell is Limeware supposed to be?  It's fancy as all get-out is all I know.  I guess it must be imported from somewhere?

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> bog iron

> bog iron
it's possibly to realize (more like based on clay pit) but it's really was in big forests with very abundant fuel, it's not be natural on tiny island.

> dwemer metal
i think in island which export it we may use dwemer metal only as a precious. Or may be it's something about forging fake items and jewellery.

> copper
just rename and change color of CORUNDUM.

> glass, ebony, stalhrim
i actually think it's not forged, but it's more like neolithic stone tools, produced from raw material through polishing, carving, etching or even paleolithic (through flaking). (Community even can add some crude variants of stonework: like items of Forsworn).

It also means that we don't need INGOTS of that materials. However parts can be connected by steel or glue.

> limeware
it can be some wood or may be stone (like the pressed limestone?). Definitely it has to be imported.

> kill 'em some ghosts
really don't like idea of killing ghosts. I think they must be indestructible and more ambient than enemies that could kill you (but may curse you).

> chitin
i think we need more forms of it. May be some animals' chitin should be better for one purpose and other - to another (as Chalk's superior wings for shield).

possible naive production chain:

 

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arnt u 2 over thinking it?

arnt u 2 over thinking it? its a game also is the skil there to even change the perk tree

i for 1 like the way forging was in skyrim even if a big part was forging a lot of the same thing to get a lv up it was good but simpel system 

also why would Orichalcum  be non exsistend beyond the orc home region so far i knowe it can be found every where but orcs got the skil to handel it (also the yokudans but the are exstinct) same whit moonstone it was first a elven secret howe to work moonstone that why elvs work whit it 

also never playt morrowind so forgive my noob like thing but morrowind doese it have elven armor ?

and daedric i would love to be abel to craft it even if its super hard to do 

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TheBusStop wrote:

TheBusStop wrote:

why not eventually change the perk trees, I heard that eventually skywind will get its own launcher so that stuff like this can be in the game, new perk trees, new UI etc.

Some people want to use this with other mods >.>

But maybe have the standalone version not include this stuff? Or maybe someone could write a script that would activate/deactivate one perk tree/UI and activate/deactivate another depending on if you're in Morrowind or not? I wouldn't know. But forcing this on players would be a huge turnoff.

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@no1: i cant understand big

@no1: i cant understand big parts of text explicitly. Play to Morrowind. Elven weapons was added in TES4.
@ZeroSbr: i think in MW you need to create new character anyway.

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@ZeroSbr, I'm a big fan of

@ZeroSbr, I'm a big fan of SkyRe, but I like the idea of new skill trees and then a patch for the big popular mods that require it (If someone wants to make one)

And I see Skywind more a a separate game than just an add-on to skyrim and I think it deserves to be that. maybe a stripped version of skywind without most of the incompatibility issues as a add-on for skyrim and a full version that is separate from skyrim

Anyway, I really dig your new crafting system alysander, but I think that you should at least be able to banish ghost for a certain time

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alysander wrote:

alysander wrote:

@no1: i cant understand big parts of text explicitly. Play to Morrowind. Elven weapons was added in TES4.
@ZeroSbr: i think in MW you need to create new character anyway.


 

Not really, some people are actually making an effort to make it so that you can use an existing character. I think a compatibility version is more than warranted for this. I and probably many others simply don't have enough room for a bunch of patches that we shouldn't be forced to have in the first place.

I'd bet a lot of people want to use an existing character, not the majority of course, but a fair bit.

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No offense, but i think that

No offense, but i think that is timeparadox and plot nonsense. I plan to use for 4E mods like Shadow of Morrowind.

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Oh and I think you should

Oh and I think you should also be able to melt glass into glass plates as a seccond option to make this armor by Kurasaki

But by doing so the glass loses some strength and doesn't give as much protection as the tribal glass armor which consist out of many diffrent pieces of glass. Or it degrades faster, if that function will be in the game

The tribal glass by Kurasaki

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That armor can be made

That armor can be made through carving (like jade). Also we know (if i am right) that similar armor made from Stalhrim exist. I think ebony and glass ingots in Skyrim is a crude simplification for making all weapons on anvil.

Diffence is in fact that you couldn't repair or melt item from stone/mineral. So glass and ebony not precious but very expensive.

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no1 wrote:

no1 wrote:

arnt u 2 over thinking it? its a game also is the skil there to even change the perk tree

"It's only a game!" "It's only a movie!" "It's only a book!"

I never understood this argument.  It's not even an argument!  What if Tolkien decided, "It's only a children's book.  It doesn't need fully functional languages, or fleshed out anthologies and histories, or geological consistencies."  Don't you see?  That's what gives his universe depth!  It's what makes up the rich tapestry of good fiction!  That sort of commitment to depth in storytelling should be our goal, here.  There is art in the science.

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Now, to be fair, Tolkien was

Now, to be fair, Tolkien was a linguist who made languages then wrote a world where they could plausibly be spoken. That said, I wholly agree with you. These details are what turn a fun game into an experience.

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alysander wrote:

alysander wrote:

No offense, but i think that is timeparadox and plot nonsense. I plan to use for 4E mods like Shadow of Morrowind.

Not everyone cares about stuff like that to that degree.

Besides, someone was working on a "lore-friendly" travel method last I heard, so I fail to see why this can't be done. If this mod were hosted on the Nexus, would you guys be so slow to make it work with other mods? With the amount of people that would whine, probably not. Sure, compatibility can wait until the end, unless waiting until the end would make it even more cumbersome. 

Also, I don't see SoM getting done for a while. Perhaps not even by the time the next TES is out.

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> Not everyone cares about

> Not everyone cares about stuff like that to that degree.
= That's really bad. This is why we can't have nice things.

> "lore-friendly" travel method last
= Will be nice.

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alysander wrote:

alysander wrote:

> Not everyone cares about stuff like that to that degree.
= That's really bad. This is why we can't have nice things.

> "lore-friendly" travel method last
= Will be nice.

That's "really bad"? Dude, it would be a completely optional plugin, I don't think it should be forced on someone if they don't want it. At the same time, I don't think we should force someone to start over. Sure it was originally a separate game, but now it's been turned into a mod. You'll make an installer for it designed to be a completely separate game, and that's fine, but what about the people who want a choice as far as starting over or not? This is why I think a standalone compatibility version would be nice, or at least make the mod work with others as much as possible. As Jobe said a while back in a different topic, we need to get this out to as many people as possible.

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Regarding the suggested

Regarding the suggested changes to the structure of the gameplay for crafting (perk tree overhaul, etc), as Skywind currently is a mod within Skyrim, such changes will remain an optional ESP to avoid a large impact on the normal game, and so I can make the changes for those that want it. However, if Skywind does become a standalone exe with a separate launcher, when it does do so those changes may be merged into the Skywind master file. For now, though, I will continue to add in recipes and balance them within the current system, and can begin work on more major gameplay changes after the recipes are merged into the next release. The current Skywind crafting system relies more on learning new recipes through exploration and experience with recipe books, and less on the perks associated, though perks do still play a part in it. 

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You shouldn't make this

You shouldn't make this incompatible with Skyrim IMO. One of the major draws for this and Morroblivion is that you can do both games' questlines on the one character. It mightn't make much sense but if the player doesn't care, that's fine or they can make up their own headcanon reason. Plus, they may want to do Skywind first and then Skyrim which would make perfect lore-friendly sense since the Nerevarine gets corprus which stops aging.

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Then we really need script to

Then we really need script to make exclusive options on/off in world of 4E/3E.

> For now, though, I will continue to add in recipes and balance them within the current system
= Now, I am just making conception. I understand that big changes require some infrastructure first.

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> you can learn how to craft

> you can learn how to craft the legendary Daedric armor by simply mass producing iron daggers
= that's strange new world. Actually you can became eventually Governor of California by lifting heavy things.
Seriously, idea with teachers is better.

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I have always had to avoid

I have always had to avoid Smithing on Skyrim because the armor you can make simply makes finding armor useless. Beyond that its so easy to become a god.

 

 What if, smithing in Skywind is used only to create the base armor sets, with no way of improving them? Or if improvements are necessary, it could simply be perks that raise the durability of the items without effecting damage reduction or attack power?

We do not want to discourage exploration by making smithing too strong. I think created items, should have the same base stats as those found without anyway to improve higher. 

 

This is my opinion and everyone is welcome to their own opinions as well. Cheers!

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Maybe you can also add

Maybe you can also add temporary buffs to weapons. for example you sharpen a sword at a grindstone so it does more damage, but this effects will only last so many hits before it becomes as dull again as when you found it/crafted it.

Just trowing some ideas out there. I do agree that smiting is overpowered and repetitive in skyrim.

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Without breaking/degrading

Without breaking/degrading/repair we cannot make Blacksmithing more useful: we can only add ++damage/armor.
---
IRL animal or man can be killed by stone. Sometimes realism sacrificed to get some gameplay (or "balance" between classes-styles, although IRL man cannot live with five arrows deep in head).

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Attempt to organize all

Attempt to organize all Skywind crafting (except cooking, now) plausible in one image. 
---
CRAFTING STATIONS:
Black boxes = Skyrim model exist.
Green boxes = New model exist.
Red boxes = It need new model to be realized.




POTTER'S WHEEL
Can be based on: Grindstone model + animations.
Function: producing pots/bottles/dishes from clay.

DISTILLER/EXTRACTOR
Can be based on: Smelter model + animations.
Function: refining substances: poisons, alcohol, skooma and some other ingredients (such as creating ingr from some food items).
+ Wine => Alcohol/Spirits
+ Moon sugar => Skooma
+ Ash yam (food item) => Ash yam extract (ingredient)
+ Bittergreen petals => Bitterblack (poison)

MILL
Can be based on: Mill (vanilla) model + animations.
Function: making powder.
+ Saltrice => Saltrice flour
+ Bones => Bonemeal
+ Atronach parts => Atronach ingredients
+ Raw glass/raw ebony (misc items) => Glass/Ebony powder (ingredient) - not sure about it.
+ Dying seeds => Dyes

KILN
Can be based on: Oven (Hearthfire) model + animations.
Function: ceramics baking.

CRYSTAL GROWER
There are some giant crystals in mages' caves and towers, but they are some purposeless. I think it should be corrected.
Function: restoring soulgems from fragments (that produced as junk when player enchanting smth).
Will be good if that will be continuous process (so growers will be like plants, that need fertilization with fragments)
Soulgem fragments => Soulgem

PSYCHOGRAPH
Can be based on: Draft table (Hearthfire) model + animations.
Function: drafting tomes and scrolls with some of woodoo geometry and soulgems.
+ Charged soulgem + Partchment/Paper + Inks => Scrolls
+ Charged soulgem + Partchment + Inks => Spelltomes (or may be some other item giving you spells)

BOULDER
Can be based on: food-cooking variant.
Function: many recipes that require boiling.
+ Tallow => (Liquid) fat
+ Ash + Fat => Soap
+ Dyes + Thread/Cloth => Dyed thread/cloth
+ Some tribal witches "alchemistry" recipes (should have side_effects, but be powerful/unique)
+ Boiling and dying leather/netch
+ Kagouti/Alit/Netch hide (misc item) => Boiled leather + Kagouti/Alit/Netch hide infusions (ingredient)
+ Making inks and other stuff

I think some of Crafting stations that could be placed in Ashlanders or Telvanni environment should be much simpler and crude than their Skyrim analogue. They are : Enchantment rack, Carving workplace and Sewing kit. Also IMHO can be used cross-legged sitting - based animation for working with them. Tables are rare thing in tents.

For Alchemy analog in low-tech places like this could be used some modified Cooking pots/Cauldrons, and used recipe system of crafting, not Alchemy.

ENCHANTMENT RACK
Can be based on: (vanilla enchantment altar of cooking rack) i think better use cross-legs sitting animation with some altered hand animation (spellcasting).
Function: enchantment.
Process leads to destruction of soulgem, so you get its fragments.

CARVING WORKPLACE
Can be based on: (nothing) i think better use cross-legs sitting animation with some altered hand animation (carving).
Function: all stone-like material (stone, glass, ebony, stalhrim) items (armor, weapons) should be produced here.
Workplace should be simple/primitive enough to organically suits ashlanders tents and nords huts.

SEWING KIT
Can be based on: (nothing) i think better use cross-legs sitting animation with some altered hand animation (carving).
Function: all cloth-like material items (cloth, leather, netch) items (armor, wear, boots) should be produced here.
Workplace should be simple/primitive enough to organically suits ashlanders tents and nords huts.

(will be updated later)

GRINDSTONE
Function: should provide some temp bonus for weapons. Not using ingots and other stuff.
Sure you cant sharp your bow or crossbow. This would be nonsense.

Silvermodder
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i love the idea! i think that

i love the idea! i think that system should be implemented in game, maybe change or add one things  or two but beside that its perfect.

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this looks intresting it

this looks intresting it would make crafting a lot harder  in a simple way whit out messing whit the perk tree  it was super simpel in skyrim  not sure about dyeing stuf maby a bit to much  fibers/wool could be a side product from tanning leather from mammals and cloth should be ust whit  almost every armor because wel a lot of morrowind armor usses cloth to look good and cover stuf up 

(playing a lot of modet minecraft this crafting reminds me of that) 

also looking at it those workbenches could al the be the same thing but depending on the tools that are on it / what u are caring around be ust for different things 

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> it would make crafting a

> it would make crafting a lot harder
= and it provide more natural professions for new NPCs

> wool could be a side product from tanning leather from mammals
= there is only rat and human
it will be only Kresh Fiber and Silk

> also looking at it those workbenches could al the be the same thing but depending on the tools that are on it / what u are caring around be ust for different things
= can be good for alchemy + enchantment, not sure about other.

 

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This is what I've been

This is what I've been working on, I'll  add more details to finalize it, but here's what I have so far:

 

For Bonemold crafting, the station could also be used for Chitin, since the chitin plates are held together with resin.

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Since we're doing House

Since we're doing House-specific bonemold sets, it might be neat to gain the ability to craft in the style of whichever Great House you join once you join it. 

Also, for the crystal growers, something along the lines of opalized wood somewhere would be a really neat touch. 

I'll try and sketch something up this weekend when I have time. I've got some cool ideas but I can't think of how to word them right now. I feel like the big crystals in Telvanni towers and some caves are largely decorative rather than functional, so a table setup might make more sense, but I'll try a concept of both and see how they work out!

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In regards to clothing
In regards to clothing crafting: is the Sewing Kit the way these are crafted? Are the materials bought, or does one have to craft them? If so, has a Spinning Wheel been considered (for making thread from the fibres of plants)? Could br easy to implement as it would have much the same animations as a grindstone.
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I'm still not quite too sure

I'm still not quite too sure about growing soul gems, I feel like they should be found or bought/stone instead from a gameplay perspective. But growing Telvanni crystals sounds interesting.

Spinning wheels are used to make the materials, which can be dyed and used on a loom to make clothing. 

I think to avoid too many different stations for one crafting field, both the cloth itself and clothing would be made from a loom station.

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Okay cool :) just curious.
Okay cool :) just curious. Keeping it simple-ish is always a good plan right? I actually think the crafting system you guys are going for here is so awesome, I can't wait to try it out! :D
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these are some of what i have

these are some of what i have finished still more to come in the next coming weeks heres a link to the 3d model of the loom on sketch fab https://skfb.ly/zWsU

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> For Bonemold crafting, the

> For Bonemold crafting, the station could also be used for Chitin
= I think it could be better to combine organic materials (Wood, Chitin, Dreugh, Bone) in one Crafting station : Workbench or Carpenter's workbench.

Carpenters use glue too. In reality it is just thick gelatic from bones, cartilages and fish's scales. Can be made in boulder.

> cloth itself and clothing would be made from a loom station
= may be it's can be made with some sort of movable kit. But will be good to make some workplace for city's tailors.

 

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The resinworking station

The resinworking station would function as one crafting station for those materials listed (The dunmeri equivelent to the aforementioned workbench), although there isn't really too much wood used, and where it is (in bows and arrows), it is in addition to other materials.

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Then i think you could make

Then i think you could make it more "tribal".
IMHO it should'lnt be a table. It could be as devastating for environment as metal keyhole on Falmer's chest.
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More like some workplace on the ground or something like anvil (animation of cooling item with water can be used as some gluing.. or smth).

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