The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Grainmill
   
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Category: Miscellaneous
File Size
Posted
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9.003 KB
Mar 19, 2012 @ 9:09am
Mar 19, 2012 @ 6:21pm
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Grainmill

Description
Simple mod, which makes grainmills in Skyrim useful. A couple of new ingredients, some other small changes. Food, which used to be just clutter, can become quite useful.
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As a devoted alchimist I have always hated that all the food scattered around Skyrim was useless for my potions and poisons. In comparison with Oblivion ...

Use grainmill like any other crafting station in Skyrim - activate it.
Than choose what you want to grind in the menu.

New ingredients are:
- Bone Powder (former Bone Meal) - made from smaller animal meat as pheasants, rabbits, chicken; also made from Dragon Bones (still found as loot in undead)- at the Mill
- Fish Oil - made from Salmon and Clams - Mill
- Rennet - made from different cheese (mamoth included) - Mill
- Animal Blood Essence - from the meat of bigger creatures, such as dogs, goats, horkers, horses - in Cooking pot under "misc"
- Vegetable Puree - from different vegetables and also apples - Mill
- Mammoth Mucosa - from Mammoth Snout - at Tanning Rack
- Starch - from Potatoes - Mill
-Flour - from Wheat - Mill

I also added an option to make bread at the Cooking stations (from Flour and Salt)

You can now grind Mammoth and horker tusks in the mill and get rare (vanilla) ingredient Powdered Tusk (I omitted "Mammoth", because it is also from horkers)

From perk 40 Alchimist you can also transform cheap and useless Frostbite poison to Frost salts

For the effects of the ingredients and number of items needed for crafting check ingame (writing this would make this description just too long). The effect of ingredients is similar to others, although I made them slightly stronger, to balance for the effort needed to get the ingredient.

Grain Mills are quite few in Skyrim (I left the vanilla set-up), so expect some travelling. Later I will maybe put in some additional ones, specially in bigger cities. Now you can find them in:
Dragon Bridge, Ivarstead, Marryfair Farm, Rorikstead, Falkreath and in Druadach Redoubt interior.

! ! !
Windmills DON'T work
(although they show an "activate" option - hand driven ones are registered as Furniture/workbencehes in CR, but windmills are as activators, which I don't have knowledge how to use, probably through scripting).

For the ingredient models ("pictures") I used ones from other ingredients, This can be annoying or misleading.Feel free to correct this, even by making your own custom models. I don't do such stuff.

There are no instances of the new ingrediens present in the world; make them and try them.

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Mod is made in a way that it is very small and highly compatible. It doesn't change anything in the world, just some properties of objects. So there shouldn't be problems, even with many other mods installed.
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I have noticed that when the animation stops, there can be a problem (I previously thought it is the follower messing with it) after certain amount of time crafting gets interrupted. Fixing this is way beyond my konowledge.
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I have renamed Bone meal in Bone powder, because it made more sense to me. Thank you for the explanation, but I wont install skyrim and CS jut for few corrections.
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Ingredients are very simple and just few, maybe I could have done more different. My main idea was to make use of Grain Mill and not to make big changes in ingredients.

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I would be very happy of your responses and comments!
22 Comments
jjb-54 Feb 20, 2015 @ 3:26pm 
Basically I found when I used the Grain Mill - I would get consistent CTD. So when I used CK to move what fit/worked to the cooking pot - no CTD's and all is good. Then I took was not 'cooking pot' materials and moved them to the SMELTER and now - I have all your stuff - and no more CTD's when using the Grain Mill.

So I simply posted it as a way / means to help other's if/when CTD's have happened when using the Grain Mill.

I did not mean any offence at all .... just something I found that worked and avoided CTD's.
brjernej  [author] Feb 20, 2015 @ 1:36pm 
No, I don't like it - it doesn't work perfectly.
I am not sure what you are trying to tell me about the Cooking Station and the Forge - what issues do you mean? The only issues I have are with the Mill and they are pretty annoying. Or, they were, as this is an "abandoned" mod.
My CK understanding is really poor, and I see no problem in staying it that way; it suits my needs. In Oblivion's CS many things were much more simple, and it was more of a curiosity about the CK really that made me install and use it.
jjb-54 Nov 12, 2014 @ 11:03am 
Okay - I know you like your "Grain Mill" - but I found if you went to Cooking Station, for the Food Type Items - No issues. Use the Forge for the 'hard' items - again no issues.

Yes, you need some basic Creation Kit understanding = but it is not all that hard.
brjernej  [author] Nov 11, 2013 @ 6:02pm 
I just logged in to check on your comments.
Yes, I know it is at least annoying that the crafting stops when the animation finishes. I cannot fix that. I really made a small change in the game, to retain compatibility. And I don't have the know-how. So you will have to be patient. Or maybe re-edit my work.
I didn't update the mod, because I don't play skyrim anymore.
The low-profile plan (high compatibility) (explained in the intro) is my main reason why not to include additional mills in the map. And ithere is quite few of them.
I didn't want to ruin the balance of the game, so that is another reason why no new mills. And also the reason why the output ingredients are sometimes quite disappointing. Hey, it is just a mill - which makes something at least little usable from useless clutter laying around. And provides a lossy, yet useful source of some hard-to-get ingredients.
martymartman59 Oct 5, 2013 @ 4:02pm 
I REALLY wish someone would update this or make a new one. I can't believe this is the only mod I can find for the grainmill, especially since I OWN a grainmill at my Hearthfire Heljarchen Hall home! Only being able to make flour seems like a huge waste of a valuable rescource!
jjb-54 Aug 15, 2013 @ 6:49pm 
brjernej [author] Mar 20, 2012 @ 3:10pm

Is he/she M.I.A. --??

It's been over a year since any response what-so-ever ... just curious if this has been Abandoned or ???
jjb-54 Aug 14, 2013 @ 4:05pm 
I gave this some thought:

Dragon Bones - should be different then other bones, right?

Would it work (be easy, as such is easy to change the "Alchemy" of Dragon Bones?

IE: Frost Damage = Fire Damage = Frost Protection = Fire Protection

I do not know if alchemy agents in CK can be 'powered up' - down .. but IF they could be Powered Up -- they should be, these are after all DRAGON BONES, not mere animal or human bones.

Kind of like how Jarrin Root is Super Powerful Poison.
Charge to Death Jun 26, 2013 @ 4:09am 
Hi great mod i have been trying to change 1 little thing on it but cant seem to make it work the meat u loot from animals its got alot of weight. i got bandolier bags so i got a 700 carryweight limit but still when i go hunting deer (got a mod that places alot of deer) i can only hunt 4 or 5 deer before i have to stop. can u change that or make a ather mod that lowers the weight of Verison, Raw Beef, Horse Meat, Horker Meat, Dog Meat?
Zeneva Jan 29, 2013 @ 7:22pm 
Great idea making the mills useable, much appreciated! ( but why it's not a vanilla option I'll never understand, that, and smelting boring weapons back into base metals.). Also, FYI -Bone meal or powder can also be used as an ingredient in glazing pottery to add textures and colors to the glaze. (not that I ever see it becoming a Skyrim feature ;-p )
Tweaky Aug 13, 2012 @ 1:10pm 
Could you add a little bit more grainmills in respective places of Skyrim? At least for one in and near each major city