(31/01/15) New version 1.1. This version supports certain Perkus Maximus crafting perks. If you don't have PerMa, there is no change from 1.06. Safe to overwrite. I also set the player restrained to prevent the camera zoom from being free (which seemed to occur randomly despite deactivating it) during crafting selection.
Updated to v1.06. Safe to overwrite over 1.05, clean save for earlier version. That should be the last update in a while. -(1.06) Force the smith to unequip items you ordered so that you can purchase them. -(1.05) Added an option to make the blacksmith skill depend on the player level (maxing out at lvl 25) for those who feel that they are too good. Personally I prefer unleveled worlds so I left the option off by default. -(1.05) Added missing arcanesmithing perk to the blacksmith (if they have the requirements of course). -(1.02) Changed pricing and skill level formula. Pricing should now depend on player's speechcraft as well as the smith's skill. Give patronage to lesser smiths to get good deals! -(1.01) Changed some wording.
You may add the dialogue about smith's skill as an optional, because, let's face it - any smith would praise his work and say it's the best, right? Making it toggleable in MCM would be nice indeed.
You should be able to use the Oldrim version in SSE. Just make sure you unpack the contents of the BSA archive, and place the resulting files where they belong, and remove the BSA (SSE tends to crash when attempting to use BSA archives made for Oldrim).
That being said, indeed, it would be nice if the author would make an SSE version.
Please clarify the description/documentation. To quote:
Blacksmith will temper your weapons and adjust your armors for the cost of the material only. ...
Blacksmith have the vanilla perk corresponding to their smithing skill level.
That's self-contradictory. Which is it? They charge based on their skill level, or they charge based on material cost?
And what if you have the materials already? Does it use your materials, for a lower cost? If not, and you just pay based on materials, and the blacksmith already has them and doesn't use yours, then how does this not make the materials found in game become useless clutter?
I like the overall sound of this mod for a future mage build, but need to know how it actually operates.
PS: I can even see this, if it works well, being useful in a game where you are developing Smithing skill, if it turns out to be developing too quickly and leveling you too fast (e.g., various quests start firing off at specific levels and you might have other stuff to do than deal with things like Vampire and Cultist attacks).
Why would anyone be using Vortex for this game? MO2 is the tool of choice, and you have an entire STEP Project guide on how to set up Skyrim in a very stable but ultra-modded manner: https://stepmodifications.org/wiki/SkyrimLE:3.0.0
Vortex may be great for various simple games but it is not the right tool for this job.
Indeed. This is the one mod I'm waiting and hoping for to be ported to SSE! I love this mod since it enables more character variety and is very immersive - to have the option to make characters that aren't master blacksmiths just to get good end-game gear would be a godsend!
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I also set the player restrained to prevent the camera zoom from being free (which seemed to occur randomly despite deactivating it) during crafting selection.
Updated to v1.06. Safe to overwrite over 1.05, clean save for earlier version. That should be the last update in a while.
-(1.06) Force the smith to unequip items you ordered so that you can purchase them.
-(1.05) Added an option to make the blacksmith skill depend on the player level (maxing out at lvl 25) for those who feel that they are too good. Personally I prefer unleveled worlds so I left the option off by default.
-(1.05) Added missing arcanesmithing perk to the blacksmith (if they have the requirements of course).
-(1.02) Changed pricing and skill level formula. Pricing should now depend on player's speechcraft as well as the smith's skill. Give patronage to lesser smiths to get good deals!
-(1.01) Changed some wording.
Just make sure you unpack the contents of the BSA archive, and place the resulting files where they belong, and remove the BSA (SSE tends to crash when attempting to use BSA archives made for Oldrim).
That being said, indeed, it would be nice if the author would make an SSE version.
- Blacksmith will temper your weapons and adjust your armors for the cost of the material only. ...
- Blacksmith have the vanilla perk corresponding to their smithing skill level.
That's self-contradictory. Which is it? They charge based on their skill level, or they charge based on material cost?And what if you have the materials already? Does it use your materials, for a lower cost? If not, and you just pay based on materials, and the blacksmith already has them and doesn't use yours, then how does this not make the materials found in game become useless clutter?
I like the overall sound of this mod for a future mage build, but need to know how it actually operates.
Vortex may be great for various simple games but it is not the right tool for this job.