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v1.6 change log:
-added tempering recipes for both versions of the Ebony Blade (thanks Roxies for pointing out they couldn't be tempered)

V1.5 change log:
-Thieves Guild Master's armor no longer requires you to actually be the leader of the thieve's guild before you can temper it (for all you cheaters out there that get it through less than honorable means...we're thieves after all :)
-Imperial Studded Armor now has Crafting and Tempering recipes
-Imperial Light Armor pieces now have crafting recipes (helm,bracers,boots,armor,shield)
-Imperial Officer's Helm is now craftable
-Imperial Light steel Helms are now actually light armor, count for the Light Imperial Set bonus, are actually lighter than a regular Imperial Helm, and are craftable
-The Longhammer now sounds like a hammer instead of a sword when used
-The Supple Falmer Bow, Honed Falmer Sword, and Honed Falmer Waraxe now have tempering recipes

V1.4 change log:
-Studded Leather now counts as Studded, Hide, and Leather armor for the Matching Set perk
-Imperial Studded Leather now counts as Imperial Studded and Imperial Light armor for the Matching Set perk
(Without these changes these armors can never qualify for a Matching Set bonus because there is only 1 piece of each type instead of the 4 that is required for the perk to activate)

V1.3 change log:
-Added tempering recipes for the Silver Sword and Silver Greatsword
-Updated the Silver weapon script to include vampires and ElderVampires in anticipation of upcoming DLC

V1.2 change log:
-the Rueful Axe is now an Ebony Battleaxe (not sure why i made it Steel before) and I've fixed its sound effects and data sets to match other battleaxes instead of sounding like a sword. I've also buffed its base damage so that its dps is compareable to an Ebony Battleaxe (it's still the slowest weapon in the game, but it hits much harder now) I also gave it a bit extra reach to compensate for the slow swing speed.
-Ghostblade is now a Daedric sword (by request)
-Skyforge Steel Daggers can now be tempered
-changed the recipe for the Imperial Helmet to make the Heavy Imperial Helm instead of the Light version so you can craft a full set of Heavy Imperial armor.

V1.0 and 1.1 complete change log:
Created 'Improved Smithing' perk in the Smithing perk tree (requires Steel Smithing and 20 points in Smithing)
-fixed a typo in the perk description that has been immortalized in my first screenshot XD
Improved Smithing perk modifies the tempering values of the following materials by x2
-Dark Brotherhood Armors
-Nightingale Armors
-Hide Armors
-Leather Armors
-Studded Armors
-Imperial Light Armors
-Imperial Studded Armors
-Iron Armors
-Banded Iron Armors
-Stormcloak Armors (Don't ask me why they have a separate material type when they look just like Guard armor O.o?)
-Imperial Weapons (I could only find 1 weapon that actually uses this material though *shrug)
-Iron Weapons
-Wood Weapons (I couldn't find any weapons that use this material *sigh)
-Silver Weapons (the silver swords don't have tempering recipes, but there are many mods that add them)

Modified many unique items to be included in one of the Smithing perks and fixed various oversights:
-Wuuthrad is now an Ebony battleaxe and has a tempering recipe to match
-the Shield of Ysgramor is now an Ebony shield and has a tempering recipe to match
-the Rueful Axe is now a Steel battleaxe
-Volendrung is now a Daedric warhammer
-Mehrunes' Razor is now a Daedric dagger
-Dawnbreaker is now a Daedric sword
-the Mace of Molag Bal is now a Daedric mace
-the Nightengale Blade and Bow are both now Ebony weapons and the final version of the blade can be tempered
-Nettlebane is now an Ebony dagger
-the Ebony Blade is now a Daedric greatsword (and actually counts as a greatsword for twohanded weapon perks)
-the Blade of Woe now requires a Steel Ingot to temper (instead of nothing) and has a normal dagger attack speed
-Blades armor is now Steel armor
-the Masque of Clavicus Vile now has a temerping recipe
-Forsorn armor and Old Gods armor are now Hide armors
-General Tullius' Armor is now Heavy Imperial armor
-the Family Shield is now affected by Block perks (I don't even know where this item is from >.>)
-the Sword of Amazement is now a sword instead of a staff (I've no idea where this is from either <.<)
-Spellbreaker is now a Dwarven shield
-All Thieves' Guild armors are now Leather
-Steel Shin Boots and Steel Imperial Guantlets are now Imperial Heavy armor as well as Steel so you can get set bonuses with other Heavy Imperial armor
-Fine Armguards and Gilded Wristguards are now both Leather armor
-Falmer Helmets and Shields are now Steel (to bring them in line with other Falmer armor)
-Stormcloak Officer Boots are now Light armor to match the rest of the set
-Diadem of the Savant now actually counts as a circlet, not light armor
-Renamed the Imperial Helmet that counts as Light armor to Imperial Light Steel Helmet to differentiate it from its Heavy armor counterpart
-Added Ebony armors to the Matching Set (Heavy) Perk
-Added Imperial Light, Imperial Studded, Studded, and Gilded Elven armors to the Matching Set (Light) Perk
-Elven Gilded Armor now counts as Elven as well as Elven Gilded so it counts for the Matching Set (Light) Perk (because there's only 1 piece of Elven Guilded armor there's no way to have the 4 pieces necessary for Matching Set without this change >.<)

Many of the v1.1 changes were made based upon the Unofficial Item Fixes mod that is also available here on Steam (found at: http://steamcommunity.com/sharedfiles/filedetails/?id=8838 ). As such I'm not totally sure how the 2 mods will interact if you use both of them.