SKYRIM
Honed Metal -NPC Crafting and Enchanting services- by SkylineR390
Skyrim » Gameplay effects and changes
Added: 12/02/2014 - 05:01AM
Updated: 17/05/2015 - 03:39PM

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Uploaded by skyliner390

Description

Last updated at 15:39, 17 May 2015 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, 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.



Foreword
This mod is very simple in nature. It's designed so that it complies with the following rules:
  1. It will not cause conflicts or interfere in any way whatsoever with other mods.
  2. It may be indirectly susceptible to interference from other mods, but such interference will cause nothing more than limited functionality.
  3. It can be safely turned off and uninstalled at any time. It will not leave a trace in your save.
  4. It can be installed at anytime on any save over any other mod.
  5. It will auto-shutdown and inform you when it detects something is wrong. If it's running, you can rest assured everything is fine.
  6. It will not botch your game, cause CTDs or flood your papyrus log with errors.
  7. 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.


 
Details
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 all mods. It will not cause conflicts or override any records, though other mods may affect its functionality, if they make additions to the smithing and enchanting perk trees. The severity of these interferences range from NPCs producing weaker enchantments and tempering, to the inability of crafting items of certain materials. This occurs because this mod only gives vanilla perks to the NPCs and they may need mod-added perks to be able to work on certain items.

If you think a mod changes the smithing and enchanting perk trees, test it out. It is perfectly safe to do so and chances are everything will work great. The worse that can happen is that NPCs will be unable to fulfill your order.

The mod will automatically recognize if you are using Requiem, Perma or SkyRe and imports essential perks from these mods so that NPCs are able to craft and enchant without hindrances. In the case of PerMa and SkyRe, I only import a few essential extra perks so NPCs will be considerably less skilled than a max skilled player with full perks. Requiem only added two extra perks to the smithing tree, both of which I import, so NPCs can be as powerful as the player.

Load order does not matter.


Issues
  • After requesting tempering or enchanting services, any custom enchanted items, i.e items that were not originally enchanted but were enchanted either by you or an NPC, will not apply their effect. This is a 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 these custom enchanted items.

Requirements

TES Skyrim v1.9.32.0
SKSE 1.7.2 or later
SkyUI or SkyAway

 

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Permissions
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.


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. (Not working well lately)