Oblivion

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eek

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eek

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About this mod

Craft your own weapons and armour at various forges around Cyrodiil. Raw materials can be bought, or you can mine them yourself.

Requirements
Permissions and credits
Translations
  • German
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eek's Smithing Mod

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by eek


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1. Introduction
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Tired of plunging trekking out to dungeons to find those elusive heavy helms on Marauder Warlords? Want to create a matching suit of armor for your companion? Want to get a little more out of your Armorer skill? Then eek's Smithing Mod could be the one for you. Use various forges across Cyrodiil to craft your own weapons and armor from a number of new and existing raw materials.


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2. Installation
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Extract the archive to your Oblivion/Data folder. Or if you're doing it manually, place the .esp in the Data folder, and the meshes in Data/Meshes/ebm.


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3. Description
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This mod allows you to craft all the standard weapon and armor types found in Oblivion, from a variety of new and existing materials. Metal equipment is fashioned from ores, which are smelted into ingots and then worked into weapons and armor. Fur and Leather armor are made from animal hides.

In order to get ores, you must either purchase them from merchants, or if larger amounts are required, they can be found in various mines around Cyrodiil. To mine a material, you must first equip a mining pick (available in most smithies) and have it unsheathed. Then, instead of hitting the rock, activate it and you'll swing the pick. Based on your Blunt skill and random chance, you may or may not receive an ore chunk. The veins will never run out, so if you wanted to, you could keep swinging with a low skill and eventually get tonnes of ore. There will never be a 100% chance to receive an ore chunk. In addition, there's a 3% chance you will instead unveil a gemstone. Each type of ore vein has one particular type of gemstone within. Note that some mines still contain the original Gold and Silver veins, which are containers. See "detailed description.txt" for info on where to find the new activator-type veins.

Ores are smelted into ingots by using special forges found in most of the main smithies throughout Cyrodiil, and the metal armours and weapons are crafted from these ingots using special smithing hammers, found next to the forges. Note that smelting will make the maximum number if ingots possible, based on what materials are available. In order to use the forges and hammers, you must be wearing both a pair of blacksmith's gloves, and a blacksmith's apron, both of which are available from certain vendors.

The types of ingots and equipment you can create depends on your Armorer skill, and the higher your skill, the greater chance you have of successfully crafting an item. Above certain levels, it is possible to achieve a 100% success rate. Note that some types of equipment require you to have a skill book in your inventory. More details of the skill levels and books required can be found in "detailed description.txt"

Tanning works slightly differently, in that each type of hide will provide a certain amount of armour pieces. All that is required for Tanning is for you to have enough hides in your inventory when using the Tanning Rack.

There will be books added to various merchants in-game with most of this information. Note that you are charged a fee of 10 gold whenever you activate a piece of equipment, so make sure you make it worthwhile doing so.

I've worked out the costs so that a character skilled in Mercantile should (in theory) be able to profit from buying raw materials and selling back the equipment.

I have made this readme deliberately vague so that you can discover how the system works for yourself. I have included a "spoiler" document of sorts (detaileddescription.txt) which gives you a breakdown of the required skill levels for crafting, the materials required for each equipment type, the locations of the forges, mines and anything else you will need if you would rather know everything right away.


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4. Compatibility/Known Issues
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This section may include "spoilers".

This mod edits the following cells, so conflicts may be found when using other mods that alter them:
Abandoned Mine
A Fighting Chance
Barren Mine
Bleak Mine
BravilExteriorEntrance02 (16, -9)
BravilPlaza (15, -9)
BravilSouth01 (15 -10)
BrumaMainEntrance (7,36)
BrumaTamrielExterior06 (7, 37)
Cursed Mine
Derelict Mine
Deserted Mine
Desolate Mine
Echo Mine
Empty Mine
Exhausted Mine
Fire and Steel
Forsaken Mine
Gutted Mine
Hammer and Axe
Hammer and Tongs
Haunted Mine
Infested Mine
Morvayn's Peacemakers
Pillaged Mine
Plundered Mine
Shattered Mine
SkingradExteriorCC (-17, 1)
Squandered Mine
Temple Armory (Cloud Ruler Temple)
The Archer's Paradox
The Dividing Line
The March Rider

The following NPCs are altered:
Agnete The Pickled
Daenlin
Fjotreid
Rasheda
Rohssan
Tertia Viducia
Tun-Zeeus
Varel Morvayn

The following levelled lists are changed:
LL0Book2Common50
LL0Book4Rare50
VendorBooksCommon
VendorBooksRare
VendorClothingMiddle

All scripts and activators are brand new and don't edit any existing items, so they shouldn't conflict with very much, if anything.

Note that the iron veins and iron ore in the Mehrunes Razor official plugin do not work in the mining and smithing process added by this mod. The veins cannot be mined with the pickaxe, and the ore is useless for smelting. Also, there are no forges or smithing hammers in Sundercliff Forge that work.

This mod is compatible with existing saved games, although I do recommend that you always back up your saves before trying this (or any new mod), just in case.

There is a slight offset between the mining sound and the animation... I intend to fix this in the next release.


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5. Updates
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Latest Release:
- Added pickaxe mesh (provided by MarkQuinn)

Previous:
- Reverted smith vendors back so that they no longer sell books and clothing (until the Journeyman Mercantile perk). I originally included this in order to allow them to sell the apron and the smithing books, but the ability to sell additional items too soon was unrealistic, made the Mercantile perk less useful, and these items can already be obtained from other merchants.
- Added the skill-based success rate system to the tanning rack and smelting forge.
- Removed the smithing tent in Bravil and placed the forge outside the Fighters Guild.
- Tweaked the book text to fit the changes.
- added mineable ore veins to 18 mines
- added sounds to indicate success/failure in mining, smithing and smelting


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6. Contact
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Any questions, comments, criticisms, suggestions, death threats or declarations of eternal love should either be emailed to me at [email protected] or sent via PM at the official Elder Scrolls forums (username is eek).


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7. Future Versions
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I may continue work on this mod, and these are features I plan to add:
- add-on forges to the player owned houses, buyable in the same manner as furniture
- differing qualities of items produced. Players with less skill will be more likely to create poorer quality items, more skilled ones create better quality equipment
- smithing equipment affects the quality of items crafted (for example, Bravil's outdoor smithy more likely to create poorer quality items)
- improve the tanning process


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8. Credits
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Most of the work is my own. Special thanks to MarkQuinn for the working pickaxe mesh.