SKYRIM
Honed Metal -NPC Crafting and Enchanting services- by SkylineR390
Skyrim » Gameplay effects and changes
Added: 12/02/2014 - 05:01AM
Updated: 13/02/2014 - 02:02AM

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Uploaded by skyliner390

Description

Last updated at 2:02, 13 Feb 2014 Uploaded at 5:01, 12 Feb 2014

Introduction
Skyrim is a land of Blacksmiths. The Nords are praised and boasted for their legendary crafting skills and all over Tamriel, the tales of their prowess at the forge are known. Yet, for all of this, not a single smith in the game will bother to craft a shoehorn for you. No amount of coaxing, bribery or coercing, will bend their will. They are determined. It is as if they've joined a secret organization which sole purpose is to deprive you, the poor adventurer, from proper, adequate protection.
 
And let's not mention the unhinged mages at Winterhold that according to themselves, they make a living by enchanting things for the Nords and yet refuse to even acknowledge your most trivial enchanting needs.
 
This mod is a humble attempt at changing this conspiracy.
 
 
Details
Smiths will offer to craft and improve your equipment. You must bring them the materials and they must have enough skill to be able to work with the metals you request. Different NPCs will have different skill levels. I didn't change this. Their skill remains whatever Skyrim or your mods have set. Once your order is ready you will be able to retrieve your equipment. If you don't have enough money or you simply don't want to take it all, the smith will save the modified equipment for you. You won't be able to place any new orders until you have paid for the the current one though.

Any NPC belonging to the vanilla Smith's faction will be able to craft or temper your equipment. That doesn't include Smiths from Dawnguard or DragonBorn atm. But I might add them in the future.
 
In contrast to the Smith Faction that has quite a lot of members, the vanilla Enchanting faction has only two, Sergius Turrianus in Winterhold and Hamal in Markarth. As a result, I decided to let any NPC that is already offering services and has an Enchanting skill greater than 25 to be able to offer Enchanting services. That includes followers. Similar to Smithing, you must bring the right materials, i.e the equipment to extract the enchantment from and an adequate soul gem.
 
The price of the Enchanting, Crafting or Tempering will be influenced by your Barter skills. In fact, when paying for the services your Barter skill will improve as it would with any other transaction. Mods that change the economy will also change the Crafting and Enchanting prices and all the money you pay for your equipment will go straight to the vendor's inventory so you can sell your loot and get some of that $$$ back.
 
* By default, items are crafted, instantly. In the future I will add options for customizing the time it takes for smiths  to craft your equipment.
* Smiths will offer crafting services as long as their package tells them to work at the forge(Usually from 8:00AM to 8:00PM). Don't expect to barge into their door at 1:00AM thinking they will take your order.
 
 
Notes
While using the mod I've found severe inconsistencies on the skills of  various NPCs across Skyrim. Smiths that have less, smithing skill that their apprentices. Smiths that have too little smithing skill to be considered “Blacksmiths”. Trainers that have much less skill than what they are supposed to have according to the level they can train you etc. All of these are Skyrim's  fault. I didn't change or alter any NPC in any way
I could try to adjust these values behind the scene but it would be inaccurate at best since I can't account for changes made by mods. For instance in vanilla Skyrim the Eorlund Gray-Mane has a Smithing skill of 41. In Requiem, Eorlund Gray-Mane has a Smithing skill of 100.
 
Feel free to report these issues to the USKP project or fix them yourselves as you see fit, by using “setav” on the NPC.
 
The maximum amount of weapons/armors you can have crafted, tempered or enchanted at a time is 128. The more items in your inventory the longer it will take for the mod to process all them. It can take up to 10 seconds in heavy loaded inventories, be patient.

 
Compatibility and load order
This mod should be compatible with any and all mods. Load order is irrelevant.
 
Requirements
TES Skyrim v1.9.32.0
SKSE 1.7.0 or later
 
 
Credits
Thanks to the SKSE team for their immensely useful SKSE. Specially Purple Launch Box who implemented the required functions I needed to get this going.
Thanks to Dienes and MrJack for all their help. These guys rock.
Thanks to the authors of the myriad of posts I perused  on the Beth forums while looking for answers and Bethesda for implementing a decent search tool on their forums.


This project is nothing but a temporary fix until MrJack finishes his much bigger mod Project Ilmarinen
Which will address all the issues I touch here and add a plethora of new and immersive features.
Until then, enjoy!