boy do I miss this in SSE any chance that you an find time to port this soon-ish???? Thanks again!!
still hoping you will do a port to SSE but even so this "works" as it is so far 98% an occassional glitch but not sure where the conflict is if that is why it is doing wonky stuff got my fingers crossed ;) thanks again!!
I kind of got off-track from what I had listed that I would do. This is good in some ways.
You may recall that I said I'd be adding Masterwork armors. Well, I felt like being creative and having ones that you can find out and about roaming Skyrim. This means coming up with creative ways to deliver this armor to the player, most typically on someone's corpse. Considering the low-tier gear and all the different hold guard armors, that's about fifteen different scenes. For example, if you tear Bleak Falls Barrow upside down, you might just confirm the fact that you were not the first person Farengar sent to get the Dragonstone. Another thing that got added despite not being on the list is that I've added a new material to be part of the specialty weapon of a merchant's specialty weapon's recipe, made an ore vein for it, and scattered them about Skyrim. I also began working on backstories for some of the Smiths which you can read in their personal journals.
The balancing of bogus gear should be alright by now. I may add more materials (wooden elven, literally glass armor, etc.) in a different version. Masterwork Guard armors have been what I've been focusing on, due to there being a lot of holds. I'm starting on abandoned shops and dead merchants in the wild and in bandit camps. Specialty items are coming along nicely, but are in need of some balancing and/or reworking and I need to work on some of the issues I'm having with NPCs using these weapons. Non-blacksmith merchants haven't clicked with me at the moment.
I think, for habit's sake and to make sure people know I'm still working on it, that I'll post these progress reports once a month.
Sorry I haven't updated recently, but I assure you I'm still alive. Holidays, homework, hobbies, all of that plus my best time to mod games is at the ripe hours of twelve midnight to six in the morning on the day a project is due.
As for what I've been doing since my last update related to this mod, I wanted to surprise you with non-human merchants. As of the time I am writing, while they are not hostile, they are not cooperative either, so I am for now moving on from that into the other prospects. I've been slinking away from my realm of comfort into new territory for me, such as changing some textures for Blacksmith Specialties. I'd like to at least play with it before I say "it's happening."
Also, as for balancing the bogus gear, I'd like to make just wearing it slow down the player even more than standard heavy armor, but I'm not exactly sure how exactly that would work. So in the mean time, they are ludicrously heavy, and I think that making pockets a lot smaller is a big enough tradeoff for the extra defense.
The other things, such as Masterwork items and (preferably human) Vagabonds, should be able to be done quickly and without the need for progress updates, once I get to them.
As I was putting the camps together, I thought it would be interesting if I could turn the fire pits into smelters. Of course, it wouldn't be able to use the same animations as a regular smelter. If I were to give them smelters, they would have to be (proportionately) small and (relatively) light, nothing massive like the standard smelter. I'll be sure to start digging through modder's resources and the like to see if there is a smaller, more portable smelter for the smiths to use.
in one of the remakes of that "Alchemist's Shack" on the way to Iverstead it has a small "open heat bed braiser with smelting pot" that would look awesome anywhere (it is on steamworkshop)
Thank you for the heads up. I went to take a look at it, and have since made my own and added it to most of the vendors. It looks silly sometimes, as the player is casually shoveling snow into a fire often, but it's just the right amount of funny where I do not mind at all.
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still hoping you will do a port to SSE but even so this "works" as it is so far 98% an occassional glitch but not sure where the conflict is if that is why it is doing wonky stuff got my fingers crossed ;) thanks again!!
I kind of got off-track from what I had listed that I would do. This is good in some ways.
You may recall that I said I'd be adding Masterwork armors. Well, I felt like being creative and having ones that you can find out and about roaming Skyrim. This means coming up with creative ways to deliver this armor to the player, most typically on someone's corpse. Considering the low-tier gear and all the different hold guard armors, that's about fifteen different scenes. For example, if you tear Bleak Falls Barrow upside down, you might just confirm the fact that you were not the first person Farengar sent to get the Dragonstone. Another thing that got added despite not being on the list is that I've added a new material to be part of the specialty weapon of a merchant's specialty weapon's recipe, made an ore vein for it, and scattered them about Skyrim. I also began working on backstories for some of the Smiths which you can read in their personal journals.
The balancing of bogus gear should be alright by now. I may add more materials (wooden elven, literally glass armor, etc.) in a different version. Masterwork Guard armors have been what I've been focusing on, due to there being a lot of holds. I'm starting on abandoned shops and dead merchants in the wild and in bandit camps. Specialty items are coming along nicely, but are in need of some balancing and/or reworking and I need to work on some of the issues I'm having with NPCs using these weapons. Non-blacksmith merchants haven't clicked with me at the moment.
I think, for habit's sake and to make sure people know I'm still working on it, that I'll post these progress reports once a month.
As for what I've been doing since my last update related to this mod, I wanted to surprise you with non-human merchants. As of the time I am writing, while they are not hostile, they are not cooperative either, so I am for now moving on from that into the other prospects. I've been slinking away from my realm of comfort into new territory for me, such as changing some textures for Blacksmith Specialties. I'd like to at least play with it before I say "it's happening."
Also, as for balancing the bogus gear, I'd like to make just wearing it slow down the player even more than standard heavy armor, but I'm not exactly sure how exactly that would work. So in the mean time, they are ludicrously heavy, and I think that making pockets a lot smaller is a big enough tradeoff for the extra defense.
The other things, such as Masterwork items and (preferably human) Vagabonds, should be able to be done quickly and without the need for progress updates, once I get to them.
Will you add a (small) smelter to each blacksmith? For when the PC wants to lend the smith a hand.