Toy Maker User Guide ------------------------ Written in the year 2022 month 10 day 10 for Toy Maker mod Realise number 8 Version 1.0.8 ------------------------ ------------------------ What this Guide for? ------------------------ Explain in detail of the futures of The Toy Maker mod, and how to make use of it. I not going reveal seacrets here, its kill the fun finding it... ------------------------ What exactly Toy Maker mods do? ------------------------ This mod adds recipts to non quest related toys items and keys, a plan system that help control what toys can be seen in forges. Addons make possible buy plans or find them in sykrim, or dead enemys. ------------------------ OK i intrested! How to install this thing? ------------------------ First requierments: This mod made for Skyrim SE 1.5.97 version or higher. This mod not use scripts, and use very basic in game mechanics this means: shuld work all future skyrim version (and probably old ones to if get converted). To use this mod you need toys framework V2.3 or newer. Above the thing is core requierment witout this my mod not going to work. This mod currently support the fallowing mods that add new toys to the game: -Shout Like a Virgin Evolved (SLAVE) -Toy Story -HoT&WeT Hot and wet -Toys Workshop fallwoing toy boxes supported at the moment: -Classic -Sanguine's Toy Box of Orgies -LoreFriendly Toys Box Scripts, compatibility: This mod bascily script free. Only Script like think happen as game checks what items you have and what you wearing. This mod not change anything pre existing only add new records and things that separate from other than toy mods. All in all the core NSToysMaker.esp compatible evrything best of my knowlage. Some addons may or may not conflict with other mods if this a possibility i write it down the specific addon documentation! Load order: Place anywhere in your load order, but after toys.esm and if addons in use that addons need after their mods that my mod support. ------------------------ Can you explain the plan system? ------------------------ Realy simple! :) if you have a plan in inventory you get option in forges to create the toy/toys. If you drop the toys plan option to create said toys not shown up in the forge. To make life more easy i made master plans. this plans contain all toys that part of the same family of toys. So insted using 10+ plans to create diferent toys you need only one book in inventory to able create diferent toys from same family. This way player can control what type of toy creation option wish to see in inventory, if not wish see a option just drop the plans you not wish to use. This master plans can be created as toys to in any forge! ------------------------ How plans can made for toys? ------------------------ First to create new plan need create or buy plan paper! To create plan first need create plan paper. This one can be created any thaiming rack from fallowing items: leather ruined books burnt books Linen Wrap peaper rolls To create a plan for a toy player need weare the sad toy this way can accuratly understand how its work! As wearing toys need go any forge with plan papers so new plan can be created. Plans for toys can be made in jawelry section. To create master plan 2 ways is open: one create/collect plan for all toys in same toys family. this make possible to create a toy master plan forthis family. Secund way to use a grand master plan that contain ALL possible master plans. This book only can be used make new master plans. To make new grand master plan you need in inventory all master plan that possible to make using curent active settup. (some addon add new master plans!) ------------------------ What about keys? Keys cant be weared! ------------------------ Correct, there is lot of way to make a plan for key. Most easy if happen you have a key in your inventory. You can simply can make a plan for it, same way as usual toys. Another way to make key plan: own mutiple toy plan that uses same type of key. This case your character can figure out how looks like the key and can make a plan for ti. Keep in mind basic and exotic keys are lot different! Basic, tiny basic keys need 3 toy plan that uses same type of key to open them. Exotic and exotic tiny keys need 4 plan that discirbe toys that use exactly same type of keys. example: owning the fallowing plans make possible to make exotic keys plan ( but not exotix tiny kes, that is a differnt beast!): ToysBrattyCollarExotic plan ToysBitchBootsExotic plan ToysAnkleIronsExotic plan ToysScantyHarnessExotic plan All in all, good idea make a plan all the toys you encounter yourself. Newer know what time the plans become usefull! Evry master plan contain information the toys key system to! Master plans count one plan in this calculation. Note: Master plans only give information keys that are used to items that can made using sad master plan! As usual if you manage to get all type of key plan you can make a master plan for keys so this one allow you to make any type of key. Quest sepcific keys cannot be crafted! To make keys go in forge, then minsc. section. To avoid confusion i put keys to minsc. ------------------------ Sounds great, and what i can do if i not wish use any more a plan? ------------------------ Of course you can sell them! Blacksmiths, general traders, mages like to buy this type of items. Master plans very well priced by the way. Producing master plans and selling them can be a good source of income. ------------------------ Any other way to get my hands on plans? ------------------------ Yes! :) Enable SkyrimPlanPlanter addon so you may find different places and npc's plans for toys. RiverwoodForgeBooks addon is a cheat module that adds all the master plans and a grand master plan to riverwood forge. This pile of book not contain other addons master books, but using the grand master book any can made. TraderSellToysPlans addon make traders sell you plans and master plans! BanditPlanPlanter addon gives chances to bandits to carry plans for toys. Or if you only wish try out what can eb done with this mod use my NSToysmaker-Plugin-TESTER.esp this one adds to the riverwood forge a strong box. The box contain all master plans and lot of resources that need to make them. ------------------------ This confusing what is this addons? ------------------------ Simple. I not using any script, so no problem with them! :) This means no MCM menu too. But i wish give the players options to chose to use or not to use. My only way to archive this give esp files that can be used as jumpers or switches. This files named addons. I made this files to work togedher no matter witch one is enabled. All of them do own job and efected by other. Addons contain no scripts and all ESL flagged ESP. List of addons: -NSToysmaker-Addon-RiverwoodForgeBooks.esp -adds all base master books and a grand master book to riverwood forge area. if something change this area may conflict. -NSToysmaker-Addon-SkyrimPlansPlanter.esp -this addon adds some npcs and places plans for toys in skyrim. this addon may or may not compatible with other mods. this addon by the way adds master plans and one grand master plan to skyrim... -NSToysmaker-Addon-Toys-XYZ.esp -this type of addons integrate other toys framework mods toys items. This way you can craft other toys that come other toy boxes! -NSToysmaker-Plugin-TESTER.esp not part of the main mod, i made this one for my self for test propuses, and dicided share to all so one who wish run quic try with my mod can do with it. Fallowing addons require NISIM.esp(Link: https://www.loverslab.com/files/file/20396-noonseenitemmanager-nsim-realise-0/) -NSToysmaker-Addon-TraderSellToysPlans.esp -this one make us my NSIM system this way make possible to traders sell the plans and resources to you! This fully compatible all other TradersSell mods that i made! -NSToysmaker-Addon-BanditPlansPlanter.esp -this addon give bandits randomly plans for toy making. low chance by the way. NISIM based addon. ------------------------ What about this version numbers? This CONFUSING! ------------------------ In original as beta stage evry time i published a new version of the main file. i incresed the version number. Later as beta stage finished i keep this counter as realise number. This helps me organize my things. I reference this number as realise number. After beta stage i use 3 digit version number. First digit the main version. This version only change if the new realise NOT update compatible the past versions. Secund digit change if new item or addon added to the mod or existing record changed. This changes not brake anything updating is okay Final Third number: this one reserved for my file realise number. Always incrase one if new file version realised. This number is started with beta stage. Fallowing informations of version information can be found evry .esp file header. This informations only get updated if a file changes beatwen realises. Mod version means: what mod realise version intended to be used with or higher. This important for addons, NSToysMaker.Esp file version need to be this or higher. File version: this tell me what version of the file. If i make any change a file beatwen realises i incrase this number. This information may helpful to you as you wish see what file changed.