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Diatla

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diatla

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About this mod

Selective viewing of forge menu items

Permissions and credits
Is anyone else tired of going to the forge to craft a particular weapon/armor and have to scroll for a solid minute because it is at the very end of a very long list? I am so I made this mod. This mod adds a book requirement for the gear to appear in the forge. It is part of a series of mods I will be releasing all doing the same thing to different armor/weapon mods that are on the nexus.

Q/A
Q. Why?
A. Because I have a crap ton of armor/weapon mods installed and my forge list is absurdly long, I want to go to the forge and only see what I want to craft at that moment. If you have the crafting book it appears in the forge, if you don't it doesn't, easy enough for me.

Q. Does this change any crafting recipes?
A. This mod does not, I repeat, does not alter/remove any of the original standing crafting requirements. If the original requires a perk, certain level, etc it is still required. This only adds an extra requirement for the gear to appear in the forge.

Q. Where do I find the book?
A. Belathor has it for cheap, I debated on putting it in the giant's chest for laughs but decided against it.

Q. Requirements?
A. Alyn Shirs Armor

Q. Compatibility?
A. Belethor's shop is probably the only issue, refer to the below question for solutions.

Q. I've downloaded a few of these now and I'm only seeing the book for one at Belathor's shop!
A. Thank mod overwriting for that one, remember how a number of mods say put me last in the load order because of overwrites? Same issue. There are a few options
-Wyre Bash
-AddItemMenu
-console - search "crafting" for all the books

Q. Why don't you include a script or put the book somewhere else?
A. I can read and modify certain parts of esp in the creation kit but I suck balls at coding so scripts are out and the only other option I can see is to dump the book somewhere in the world and hope some other mods doesn't edit that worldspace so back to the same issue. Also by putting it in Belathor's shop if you accidentally sell/lose the crafting book you can go buy another one without have to use the console. If anyone can teach me the confusing creation kit quest area I'll shift everything over to a quest item add method.

Q. You said this is a series, where are the rest?
A. Do a nexus file search for the term "booked", I am slowly adding these for gear that as I get permission from the original authors to do so.

Q. Some of your Booked mods have a Gear+ and Gear- that appears in the forge, whats up with that?
A. Forge Menu Overhaul - this amazing idea was what I used originally in an attempt to shorten my forge list but I never got it working quite how I wanted so I learned how it did it and replicated it for myself, the book idea actually came after when I realized I still had a massive list.

Q. I like this idea, can you do xyz mod?
A. Maybe once I get the ones I have done and uploaded. If the mod already has a book requirement or the gear is not originally craftable the odds are low I'll book it, the goal is to organize the forge and keep true to the original gear requirements, not make it a one stop shop for all gear.

Q. Can you show me how to do this?
A. Sure, I will be releasing a guide for the process once I get screenshots and all that done, when that will be is another question, wonder real life tends to keep me busy. If you want to try learning yourself before I get to that dig into the creation kit with one of Deserter X's armor packs for how do to the books and play with FMO, that's how I learned.

Q. Installation?
A. Drag and drop the esp into original mod folder and overwrite. I do not provide any meshes/textures/facegen/etc data from the original mod. You must have the original gear mod for this to work.

Q.Permissions?
A. Tweak it for personal use all you want but as far as uploading goes my permissions are the same as the original mod author, if they require permission on the original get it from them.

Q. Another other details I should know?
A. I match version numbers with version numbers of the original mod, so my 1.0 uses their 1.0, my 2.0 uses their 2.0, etc. Make sure they match before overwriting, otherwise issues can arise such as scripts, asset paths, etc.