I tried hard smithing mods to balance a bit my gameplays, then I found this. I laughed because you are right, the tempering is always done when forging, never after. Sometimes you can re-temper weapons but do not expect better stats unless more skilled hands are at work, this is done mainly for reparation reasons. For the record my grandgrandfather was smith, also my grandfather, and my father.
Endorsed
PE, now I must tinkle with Simply Balanced and Skytweak to improve combat experience...
You are absolutely right. This is just perfect for my 'unleveled' playthrough on the XBox One. I wonder if the MA would be willing to port it to SE and the console. Enjoy your game with it.
They make these mods, because even if you don't want to use these exploits, you will still have this huge temptation to use them when you start feeling frustrated. So basically these mods help prevent ones temptation from overcoming them.
It can also be their just for the sake of immersion, since not using something may still bother an individual with the fact that one obviously can use it (like how someone's OCD senses start to tingle when things are disorganized).
This seems like cutting off your hands and sewing up your lips, just to prevent yourself from drinking alcohol..it works, but at what cost?
Self Control is the name of the game, here.
If you can't exercise self control in a game, how are you going to learn it in RL?? You can't 'delete' parts of Real Life that cause 'temptation'. You have to exercise 'Self Control', to 'Override' that temptation! Learn to do it in a game, it becomes easier to do in RL. You'll be amazed!
Just a little food for thought!
*now...where did Squashy put that 23yr old Twinkie..*
The difference is this isn't "real life". It's a game. There's no need to practice self control here because you really CAN just delete the stuff you don't want. :^)
They're basic functions of the game that cause it to lose all challenge at higher levels. This sort of thing exists in practically every TES game. Some of us would prefer such mechanics simply went away.
Also roleplaying as a very good smith makes sense to be able to create and upgrade a legendary item that is far beyond the rest of items. If you already upgraded something too much and you feel it broke your gameplay, you can always create a new weapon/armour and us it with basic stats. I personally don't upgrade unique items since there is no way to revert to improvement. But it makes sense to be able to create a steel sword better than a daedric or dragon one if your a skilled smith. And, to subscribe to what @Squashnoggin said, I'd like to say that Self Control could also increase "difficulty" of gameplay, because "if you have the power to destroy the world, but not using it, won't make you a hero?" :)
Nice, thanks a lot for this mod. Giving your weapon 10-50 damage is one thing, but giving it 100-300 is downright broken. One hitting snow bears and Giants because you ''sharpen'' your weapon? Come on Bethesda!
Pretty neat, I like these mods making it more difficult. Because an RPG has to be difficult, and not a handholding kids game. Hope ES6 will improve on this vanilla
Cool. I just had this idea last night. At first I thought this kind of mod would need, like, some way to remove the smithing skill altogether, along with certain magic effects (fortify smithing gear and potions). Took me awhile to figure out that all one would have to do is disable the workbenches and grindstones. People can still level smithing if they want earlier access to higher tier armors, and this avoids conflicts with any kinds of crafting mods that require smithing perks (outside of the reduced incentive for getting the perks in the first place). Anyway, I'm glad to see this has already been implemented. Of course it's not popular. But if there ever was a one shot move for eliminating the absurdities of crafting in Skyrim, this is it.
Thanks, I appreciate the kind words. I gotta say, I chuckled when I read the "Of course it's not popular." part of your post, because it kinda baffles me that no fast travel mods are so popular and exist in a variety of flavors but when it comes to smithing, no one cares about how ridiculously broken it is. Maybe it's because people just like having quick access to making to their characters overpowered. Who knows.
36 comments
Endorsed
PE, now I must tinkle with Simply Balanced and Skytweak to improve combat experience...
It can also be their just for the sake of immersion, since not using something may still bother an individual with the fact that one obviously can use it (like how someone's OCD senses start to tingle when things are disorganized).
Self Control is the name of the game, here.
If you can't exercise self control in a game, how are you going to learn it in RL??
You can't 'delete' parts of Real Life that cause 'temptation'. You have to exercise 'Self Control', to 'Override' that temptation!
Learn to do it in a game, it becomes easier to do in RL. You'll be amazed!
Just a little food for thought!
*now...where did Squashy put that 23yr old Twinkie..*
It's a game. There's no need to practice self control here because you really CAN just delete the stuff you don't want.
:^)
But it makes sense to be able to create a steel sword better than a daedric or dragon one if your a skilled smith.
And, to subscribe to what @Squashnoggin said, I'd like to say that Self Control could also increase "difficulty" of gameplay, because "if you have the power to destroy the world, but not using it, won't make you a hero?" :)
Hope ES6 will improve on this vanilla
I gotta say, I chuckled when I read the "Of course it's not popular." part of your post, because it kinda baffles me that no fast travel mods are so popular and exist in a variety of flavors but when it comes to smithing, no one cares about how ridiculously broken it is.
Maybe it's because people just like having quick access to making to their characters overpowered. Who knows.