Last updated at 1:54, 13 Jan 2015 Uploaded at 5:01, 12 Feb 2014
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, make a living by enchanting things for the Nords and yet refuse to even acknowledge your most trivial enchanting requests.
This mod is a humble attempt at thwarting this conspiracy.
This mod is very simple in nature. It's designed so that it complies with the following rules:
- It will not cause conflicts or interfere in any way whatsoever with other mods.
- It may be indirectly susceptible to interference from other mods, but such interference will cause nothing more than limited functionality.
- It can be safely turned off and uninstalled at any time. It will not leave a trace in your save.
- It can be installed at anytime on any save over any other mod.
- It will auto-shutdown and inform you when it detects something is wrong. If it's running, you can rest assured everything is fine.
- It will not botch your game, cause CTDs or flood your papyrus log with errors.
- It is designed to be invisible, it will only work when needed. Its scripts will only run briefly when you request services and stop immediately after the dialogue is over. No constant monitoring, no checks, no polling. The update module will run once on game load to check the mod version and perform an integrity check, then stop.
Blacksmiths will craft and temper at your request. Enchanters will enchant and recharge items for you.
- The skill level of the blacksmith /enchanter determines what perks they get, the type of equipment they can work with and the cost of their work. The cost will also depend on the value of the item, your barter skill and game economic settings..
- If a blacksmith can't craft or temper an item, find another with higher skill level, or change their skill via the MCM menu.
- The higher the skill of the blacksmith the higher the stats on crafted/tempered items. Low skill smiths are cheaper, but so is their work.
- The higher the skill of the enchanter the more powerful the enchantments will be, and the costlier.
- Money used to pay for services will go straight to the blacksmith/enchanter's inventory.
- Blacksmiths will only have common materials. You'll need to provide them with rare materials like dragon bones and ebony if you want them to craft something of that sort.
- Enchanters will only know common enchantments. If you want a special enchantment you'll need to bring an item they can get the enchantment from.
- Crafting, tempering and enchanting takes time by default.
Compatibility and load order
This mod is compatible with any and all mods. That includes major crafting overhauls, Loot And Degradation, Requiem, etc, etc.
While not "incompatible", due to SkyRe adding many new perks to the game some of the mod's functionality is reduced. To address this I've added an optional file with SkyRe as a master that includes some essential perks. You must load this file after SkyRe. For the regular file, load order is irrelevant.
When using major overhauls that add extra perks to the game, NPCs may not have maximum crafting/enchanting capabilities. i.e they will not be able to temper enchant items with the same quality you could at max level. This is because they only have access to vanilla perks. In requiem, NPCs will not have access to the Legendary Blacksmith Perk, though they have access to all enchanting perks. In SkyRe, NPCs will be at a severe disadvantage compared to a max skilled player, since I added the bare minimum perks to the patch. In PerMa, NPCs will be pretty much on par with the player.
- There's a bug in one of the SKSE functions I use, causing incorrect price detection for enchanted items. Newly created enchanted items are less susceptible than default enchanted items. As a result prices for enchanting will be a little higher than they should and prices for weapon recharging will wildly fluctuate. Once a fix is released things will work as they should without any intervention on my part. Simply upgrade your SKSE at that point.
- After tempering or enchanting your equipment, player enchanted items that you currently have equipped will not apply their effect. This is known game bug that occurs when these items are equipped via script. Any mod that equips items by script will trigger this bug, e.g Frostfall when removing/adding your gear after you enter/exit a tent. To gain the effects back, you must manually unequip and equip such items.
TES Skyrim v126.96.36.199
SKSE 1.7.1 or later
Feel free to reuse, modify or redistribute this file or any of its assets however you see fit. I only ask that you include the source files of your work and grant the same level of liberties I'm offering.
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