I love this idea. Smithing is clearly too overpowered in vanila game, and making it take more perks is a great starting point. Honestly I'd love it if there was an optional file which capped the tempering at +50% or even +25% (using your system with +10% or +5% per level) because it makes it more difficult to reach armor cap and an incentive to move up the tree. With just 4 perks, I think, on your tree we can still get the armor cap for heavy armor, so what's the point in going on to the end of the tree?
I mean honestly in most games with upgrading options, +25% for a substantial investment is more than most players ask for, what the hell was Bethesda thinking with +100%, and that's on top of the standard massive gains of tempering without perks!
@Happyfool: I think having to invest more points into smithing was the whole idea. I personally enjoy the mod, as I feel it gives a sense of balance to an otherwise "op" skill, By seperating the "Crafting" component from the "tempering" component. Sure, I have learnt how to create Daedric items, but I havent mastered my art enough, or invested enough into it (ie. Perk Points) in order to truely create "legendary" items. But, just my two cents.
@Fearabbit: Im hoping with release of the CK you will improve this further! Another potential way to help with potential balance is maybe have tired skill increase, for example iron items to level from 1-20, steel from 20-40, dwarven or elven from 40-60 etc. etc. Just a thought.
@Happyfool: I think having to invest more points into smithing was the whole idea. I personally enjoy the mod, as I feel it gives a sense of balance to an otherwise "op" skill, By seperating the "Crafting" component from the "tempering" component. Sure, I have learnt how to create Daedric items, but I havent mastered my art enough, or invested enough into it (ie. Perk Points) in order to truely create "legendary" items. But, just my two cents.
@Fearabbit: Im hoping with release of the CK you will improve this further! Another potential way to help with potential balance is maybe have tired skill increase, for example iron items to level from 1-20, steel from 20-40, dwarven or elven from 40-60 etc. etc. Just a thought.
@Moggwai you can try Vals Crafting Breakdown Alpha http://skyrim.nexusmods.com/downloads/file.php?id=874
@Fearabbit tried it. didn't like it. it was a waste of perk points. if i wanted to craft daedric and enhance it to reach maximum damage/armor, i would need to invest 9 points(5 in tempering, plus 4 for dwarven, orc, ebony, and daedric) as opposed to just 5 points needed in vanilla to reach daedric smithing. plus the skill requirement of tempering increments by 20 levels for each rank. [0/20/40/60/80] which will seriously weaken low level armor, like steel for example, will need smithing 80 to be as strong as vanilla, because improvement is only 20%(at lvl1 tempering) compared to x2 in vanilla.
this mod would seriously gimp a character by consuming more perk points to get the same effects as on vanilla smithing, when those points could be better spent elsewhere.
note: i'm playing with PISE/DD so I have to plan perk distribution and having high armor early in game helps a LOT. your mod, unfortunately weakens low level players. note:note: also, i don't abuse of production skills(enchantment/smithing/alchemy) note:note:note: smithing is about the production of items, not focused on tempering an already existing item, though it is part of the job. wiki it.
34 comments
Balanced Smithing
http://skyrim.nexusmods.com/downloads/file.php?id=10106
Balanced Enchanting
http://skyrim.nexusmods.com/downloads/file.php?id=10074
Thanks for motivating me to do this!
Smithing is clearly too overpowered in vanila game, and making it take more perks is a great starting point.
Honestly I'd love it if there was an optional file which capped the tempering at +50% or even +25% (using your system with +10% or +5% per level) because it makes it more difficult to reach armor cap and an incentive to move up the tree.
With just 4 perks, I think, on your tree we can still get the armor cap for heavy armor, so what's the point in going on to the end of the tree?
I mean honestly in most games with upgrading options, +25% for a substantial investment is more than most players ask for, what the hell was Bethesda thinking with +100%, and that's on top of the standard massive gains of tempering without perks!
@Fearabbit: Im hoping with release of the CK you will improve this further! Another potential way to help with potential balance is maybe have tired skill increase, for example iron items to level from 1-20, steel from 20-40, dwarven or elven from 40-60 etc. etc. Just a thought.
@Fearabbit: Im hoping with release of the CK you will improve this further! Another potential way to help with potential balance is maybe have tired skill increase, for example iron items to level from 1-20, steel from 20-40, dwarven or elven from 40-60 etc. etc. Just a thought.
http://skyrim.nexusmods.com/downloads/file.php?id=874
@Fearabbit tried it. didn't like it. it was a waste of perk points. if i wanted to craft daedric and enhance it to reach maximum damage/armor, i would need to invest 9 points(5 in tempering, plus 4 for dwarven, orc, ebony, and daedric) as opposed to just 5 points needed in vanilla to reach daedric smithing. plus the skill requirement of tempering increments by 20 levels for each rank. [0/20/40/60/80] which will seriously weaken low level armor, like steel for example, will need smithing 80 to be as strong as vanilla, because improvement is only 20%(at lvl1 tempering) compared to x2 in vanilla.
this mod would seriously gimp a character by consuming more perk points to get the same effects as on vanilla smithing, when those points could be better spent elsewhere.
note: i'm playing with PISE/DD so I have to plan perk distribution and having high armor early in game helps a LOT. your mod, unfortunately weakens low level players.
note:note: also, i don't abuse of production skills(enchantment/smithing/alchemy)
note:note:note: smithing is about the production of items, not focused on tempering an already existing item, though it is part of the job. wiki it.
this really makes much more sense!
thank you for being so awesome.