I have two-point-five mods I'm working on (an expanded jewelry mod and an expanded alchemy mod, the latter of which will have a Hearthfire-only expansion) and all of them have some issue or another. I could really use some help with each of them.
Issue the first: Copper, in the expanded jewelry mod, does not appear anywhere in game - its mining spots do not offer any ore, as if they've already been mined, and no vendors stock copper ore or ingots. In addition, no copper jewelry can be found anywhere ingame. I cannot find any reason for these - I've followed the official tutorials to the letter, I can't find any significant differences between what I've created and what's already ingame (the new gems in this mod and the new alchemy ingredients in the other mod appear fine and function perfectly), and the recipes at the smelter and forge appear as intended. I haven't found any of the custom jewelry I created yet (e.g. silver jade rings) but I can make them easily.Issue the second: I have no idea how magnitudes of alchemy effects function whatsoever, and I can't find any obvious correlation between the magnitude and the output except that (obviously) more magnitude = more effect.
Issue the third: I need someone with a working knowledge of Papyrus scripting and the Hearthfire DLC to help me edit the Fertile Soil script (BYOHPlanterSoilScript) so that when you have a certain item (PotionEarthBlood) in your inventory and activate the empty soil patch (BYOHPlanterSoil), you can choose whether to plant things as usual or use one of said items to convert the Fertile Soil to a patch of Blooded Soil (BYOHPlanterSoilBloody) which offers a different list of plantable ingredients (flPlanterPlantableItemBloody, flPlanterPlantedFloraBloody), and can be converted back to Fertile Soil, though you don't get the item back.
Issue the fourth (optional, not recommended, probably not worth your time): I need models and textures for the aforementioned new plants. Currently I'm intending to just use a placeholder plant - a base plant with the ingredients just hanging off it - but eventually I'll need proper models, e.g. a small tree with slaughterfish scales for bark, with a secondary texture with patches of scales missing for when you've harvested from it.
Apologies if this seems unclear at all, I'm still new to this.
EDIT: I suppose I should clarify what these mods actually are.
- The first is an extended jewellery mod, including craftable circlets, copper metal, onyx, jade and moonstone gems, and (eventually) craftable bracelets and anklets with unique equip slots.
- The second is an alchemy mod, introducing new ingredients for each playable species besides the various humans (e.g. Orc Tusks, Khajiit Eyes, Argonian Scales), as well as many other ingredients (e.g. the rare and coveted Dragon Heart, at a 1% drop from any dragon) and altered drop rates/tables, e.g. humans drop human hearts and human flesh, giants drop two toes instead of just one etc.
- The expansion for said alchemy mod requires Hearthfire, and includes a quest that rewards you with a certain number of bottles of Blood of the Earth each day which, when applied to Fertile Soil in your Hearthfire houses, will allow you to plant a range of body part ingredients, e.g. human hearts, bone meal, draugr flesh, slaughterfish scales. These patches of Blooded Soil can be reverted to Fertile Soil when empty (but you won't get your Blood of the Earth back).