NOTE: Turns out items you enchant CAN be smelted down, I just found that out the hard way. I guess it's because the items you enchant don't have a new item id and the game sees them as normal unenchanted items.
Number of returned ingots should be 2x lesser than number of ingots used to create item. For example glass helmet and boots requires 2 ingots, so breaking it should return 1 ingot instead of 2. Otherwise it makes crafting expoilt where player can master smithing through infinite creating and breaking of subject. Glass gloves requires 1 ingot while melting it gives back 2 ingots - another exploit to create infinite number of ingots.
All Gloves (unless I massed up) give 1 ingot back not 2 and although many boots and helmets need 2 ingots to make and give 2 ingots back you still need other items to make them. For example glass boots need 2 glass ingots, 2 lather, 1 lather strap and 1 iron ingot but only give you 2 glass ingots (iron boots need 3 iron ingots and 3 lather straps giving 2 ingots back). so unless you have unlimited lather etc it's vary hard to exploit the mod.
There's no iron nodachi in Skyrim >_> there's a Katina but it is not smelt able (because it's a unique item and I forget to add it) you must have a iron dagger replacer mod or something like that.
It may be Immersive Weapons. That would be my guess as that adds TONS of weapons of all sorts. But IW is probably the most popular weapon mod in use, so if you don't already support it, you may want to add it to the TODO list for sometime down the road.
It will be some time (and LOTS of vodka) before I add Immersive Weapons support. I'll need to add 224 crafting recipes... the mod as is adds 317 crafting recipes, but I may add support down the road.
I know it's a HUGE undertaking, which is why I wouldn't expect it anytime soon. But "eventually" would be nice. In the meantime, I'll try to remember to check against IW before posting anything else I find - I didn't realize the vanilla game didn't have an iron nodachi... I tend to forget about IW while playing the game despite all the extra weapons. If it's not something unusual, like an enchanted silver wolf sword, I don't automatically think "Immersive Weapon". Sorry.
It's too bad the smelter doesn't have a way to do filters... like have the ability to match to WEAPON or ARMOR and then parse against a filter, so you could do a general rule for matching WEAPON and IRON or ARMOR and IRON. Having to make individual recipes for every supported item is a lot of work. Which is why I'm glad you're still working on this. Thanks for all the time you are putting into this.
Future plans. Jaysus Swords patch, vampire armor recycling, complete no more smelting down equipped items "maybe. It's a lot of work to add, more so if you don't do it from the start".
I noticed in the description that you removed the block on recycling items in use, IE if I have a sword assigned to my primary slot, now with this mod it will automatically be smelted down?
That is a deal breaker for me, as I have already lost items that I truly wanted to keep, just because smelting things down does not show what items you may have already decided to use, or make favorite or anything. Losing items that I have alredy improved to this smelting would break a lot of effort for me.
Just wondering if you could make that 'feature' optional instead of forced as it is now?
Nothing is "automatically" smelted - you always have to choose it from the list at the smelter. It means it shows in the list as available to choose to be smelted... which can be an issue for many folks. It would be better to have nothing in the list that's currently equiped, but I have no idea how hard that would be to implement.
Just did a quick test on this, and it seems, equipped items does NOT appear on the smelting list.
EDIT: However, equipped leather items can be recycled on the tanning rack.
I've been looking for something to replace SPERG's recycling option, since it allows smelting fur/leather items into steel ingots etc. This one looks very promising.
Very nice! I'm happy to see work is still ongoing. The more stuff we can recycle, the better! I leave tons of junk behind simply because I can't do anything with it. My main source of ingots is weapons and armor - mostly arrows. The change in number of arrows needed per ingot is more realistic given how many arrows you make from an ingot - the old value allowed you to create ingots from nothing by simply making arrows (24 or 25 per ingot, depending on the recipe), then smelting the arrows back into ingots. Start with firewood and a few ingots, and you could make all the ingots you wanted! While it does now take three times as many arrows, it's not a big deal since I use ABT to increase the number of arrows I find/loot.
Is it possible to put armor/weapon breakdown smelting under a separate heading? I find that having it all under Misc is too complicated for my brain. I have to hover over the item and look at the pop-up on the right to make sure I am smelting what I want to smelt. Usually I just want to smelt ores and have to be really careful not to smelt one of my armor/weapon pieces (that I am using). I usually want to sell the other stuff anyway.
For this reason, I turn off the ability to breakdown armors in Immersive Armors.
New version up adds Scaled and studded to the smelter. Fur, hide, Lather, Stormclock and Thieves guild to the tanning rack. As always you only see the recipe if you have the item needed.
Looking over the description, I'm liking what I see. Like the last poster, I use Item Recycling also, but I have some issues with it (no bashing, overall it's a good mod). Very interested to see if this one works a bit better and is more balanced as it appears to be.
EDIT: Just a suggestion if you really want to set yourself apart from Item Recycling... The leather armor and others that you mentioned not being realistic to smelt... Make them recyclable at the tanning rack.
Item Recycling does allow leather recovery on tanning racks, but there are a few items that never got added to that mod especially some dwemer items and things like those copper colored bowls and cups. If you could get maybe corundum from those and perhaps malachite from the blue bowls that would be cool. Just some ideas. But that would make this probably the best recycling mod out there.
22 comments
Future plans: Immersive Weapons patch.
NOTE: Turns out items you enchant CAN be smelted down, I just found that out the hard way. I guess it's because the items you enchant don't have a new item id and the game sees them as normal unenchanted items.
It's too bad the smelter doesn't have a way to do filters... like have the ability to match to WEAPON or ARMOR and then parse against a filter, so you could do a general rule for matching WEAPON and IRON or ARMOR and IRON. Having to make individual recipes for every supported item is a lot of work. Which is why I'm glad you're still working on this. Thanks for all the time you are putting into this.
That is a deal breaker for me, as I have already lost items that I truly wanted to keep, just because smelting things down does not show what items you may have already decided to use, or make favorite or anything. Losing items that I have alredy improved to this smelting would break a lot of effort for me.
Just wondering if you could make that 'feature' optional instead of forced as it is now?
EDIT: However, equipped leather items can be recycled on the tanning rack.
I've been looking for something to replace SPERG's recycling option, since it allows smelting fur/leather items into steel ingots etc. This one looks very promising.
Endorsed, by the way
For this reason, I turn off the ability to breakdown armors in Immersive Armors.
Thanks.
EDIT: Just a suggestion if you really want to set yourself apart from Item Recycling... The leather armor and others that you mentioned not being realistic to smelt... Make them recyclable at the tanning rack.