Tes4Mod:Cobl/Modding/Recipe Updater Engine

You can see what RUE is all about in the Projects section. So, here's what you can do so far:

Initialize RUE
Before you do anything, you need to make sure RUE has been initialized. I suggest using a quest and result script for this. It may seem weird, but it's necessary - if the player doesn't have at least COBL v1.35 installed the script won't run. This way the result script won't run, but the quest script will.
 
and on the Stage 0 result script
 

Alchemical Recipes
You can create recipes that work the same way as the vanilla Alchemy system. That is, they will require a Mortar and Pestle, will take 2-4 ingredients (no Master/Single-Ingredient Potions), and will produce a potion with strength based on the player's Alchemy skill and other factors. The strength of the potion should match those produced through the Alchemy menu, with the exception of >100 skill levels when the player is using Elys' Uncapper plugin (it will remove the cap and allow player's to create more powerful potions).

Initializing Alchemy-type recipes
A simple line that can be placed on any script (make sure to initialize RUE first)
 

Creating the recipe
This basically consists of passing some information to the RUE   "SetupRecipe" using arrays. If you haven't used   yet, you should check out the   for more information and keep it handy for any  .

We need to pass four types of information to SetupRecipe: the ingredients used by the recipe, the potion it creates, a special global designating what type of recipe it is, and a new Recipe object.
 
 Ingredients
Create an array (if you haven't already)
 
Fill the array with the necessary ingredients. For this example, we'll use an Apple and an Orange.
 
The   function is important, as it cuts off any extra information that may have been attached to the array (i.e., if you had used it before to make a 3-ingredient recipe, the 3rd one would still be there until ArraySize cuts it off).
Send the info to the Setup Recipe function
  
 Potion
Create a second array (if you haven't already)
 
Create a clone of the generic potion "cobRUEDefAlchProduct" and add it to the array (if you haven't already).
 
Set the name of the new potion
 
Send the info to the Setup Recipe function
  
 Recipe-type designation
Create a third array (if you haven't already)
 
Add the special global "cobDefAlchemy" to the array (if you haven't already)
 
Pass the info to the Setup Recipe function
  
 New Recipe object
Create the new Recipe by cloning "cobRUERecipeEnchScroll"
 
Set the name of the new recipe (add a space before the name to keep all of the recipes in the same place on the inventory screen)
 
You don't need to worry about the recipe's enchantment. The first time the player uses the recipe, its enchantment will be updated to the effects of the current potion (including the proper strength). If you want to add the effects anyway, wait until after the recipe has been set up, and make sure you're working with the enchanment of the scroll instead of the scroll itself (ask me how I know that :P)
 
Pass the info to the Setup Recipe function
  
 Set up the new recipe
Activate the Setup Recipe function
  
 Give the new recipe to the player, and you're done