SKYRIM
Complete Crafting Overhaul by Headbomb
Skyrim » Overhauls
Added: 06/02/2012 - 11:57PM
Updated: 03/05/2012 - 10:34PM

5,537 Endorsements

1.12 Latest version

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Uploaded by headbomb

Description

Last updated at 22:34, 3 May 2012 Uploaded at 23:57, 6 Feb 2012

Note 1: Read the Installation Instructions and Compatibility section at least once.
Note 2: Installation with the Nexus Mod Manager highly-recommended.
Note 3: If you do not like what I've done, consider Lost Art of the Blacksmith + More Craftables, or perhaps Hardcore and Balanced Experience.
Note 4: Version Fran├žaise, par SmaugNogardeht.

0 - Table of Contents
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0 - Table of Contents
1 - Installation Instructions
2 - Compatibility
3 - Scope
4 - Balancing
5 - Quests for Faction Gear
6 - Bug Reports & Suggestions
7 - Future Features
8- Thanks
9 - Version History

1 - Installation Instructions
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Nexus Mod Manager
* Installation via the Nexus Mod Manager is highly-recommended.

Prerequisites: CCO will not work properly without these two mods
* SPO - Smithing Perks Overhaul [Balanced version]
* WAF - Weapons and Armor Fixes [including the optional Crafting Hacks]

Automatic Install (highly recommended)
1) Download CCO (and prerequisite mods if you don't have them) with the Nexus Mod Manager.
2) Activate the mod, and follow instructions.
3) Check load order. If you did things right, the load order should not matter as long as Weapons and Armor Fixes - Hacks.esp is loaded after Weapons and Armor Fixes.esp. However, to be extra sure I suggest something like

* [Other mods concerning items/recipes/perks]
* Unofficial Skyrim Patch.esp (or whatever it ends up being named, when it's out)
* Smithing Perks Overhaul - Balanced Version.esp
* Weapons and Armor Fixes.esp
* Weapons and Armor Fixes - Hacks.esp
* Complete Crafting Overhaul.esp

Manual Instructions (not recommended)
* Manual installation instructions for SPO and WAF are given on the SPO and WAF pages.
* Extract Data\Complete Crafting Overhaul.esp into your \Skyrim\Data folder
* Extract Data\Scripts\QF_TutorialBlacksmithing_00105385.pex into your \Skyrim\Data\Scripts folder
** If you use Better Sorting, extract Data\Complete Crafting Overhaul - BS Version.esp instead

If you did things right, the load order should not matter as long as Weapons and Armor Fixes - Hacks.esp is loaded after Weapons and Armor Fixes.esp. However, to be extra sure I suggest something like

* [Other mods concerning items/recipes/perks]
* Unofficial Skyrim Patch.esp (or whatever it ends up being named, when it's out)
* Smithing Perks Overhaul - Balanced Version.esp
* Weapons and Armor Fixes.esp
* Weapons and Armor Fixes - Hacks.esp
* Complete Crafting Overhaul.esp

2 - Compatibility
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* CCO should work with mods that ADD recipes and items to the game (such as Weapons of the Third Era)
* CCO WILL conflict with mods that MODIFY existing recipes (such as Lost Art of the Blacksmith, or More Craftables). When in doubt, load CCO after those other mods.
* CCO is compatible with Better Sorting. [was broken in v1.03, fixed in v1.04+]

3 - Scope
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Completion of Vanilla
* Add missing gear (e.g. add Elven Gilded Boots/Bracers/Helmet/Shield to complete the Elven Gilded set)
* Add all missing recipes for gear creation
** Including recipes for creating arrows
** Including recipes for creating circlets
** Including recipes for creating 'faction' gear (unlockable via quests)
* Add all missing recipes for gear improvement

Complete rebalance
* More logical recipes that follow similar patterns for similar gear.
** For example, all Daggers now require 2 Leather Strips, 2 Main Ingots, and sometimes 1 Secondary Ingot. By contrast all Armors (chest piece) requires 4 Leather Strips, 5 Main Ingots, and sometimes 2 Secondary Ingots.
** For example, all Dwarven gear has Dwarven Ingots as main components, and Steel ingots for secondary components. This means a Dwarven Dagger requires 2 Leather Strips + 2 Dwarven Ingots + 1 Steel Ingot, while a Dwarven Armor requires 4 Leather Strips + 5 Dwarven Ingots + 2 Steel Ingots.
** This prevents Iron Dagger/Leather Bracer grinding, but does not 'punish' players by over-correcting. For example, the material cost for improving loot is the same, and you will now need to improve loot to make significant progress in Smithing. As you level up, so will your loot, and you will need to make use of better materials. You'll work on a variety of equipment, including higher-end gear, instead of crafting/tempering iron daggers.
* Creating ingots without the relevant smithing perks cost twice as much in materials. For example, if you do not have the Orc Smithing perk, Orichalcum Ingots require 4 Orichalcum Ores. With the perk, it requires 2 Ores.
* Dwemer Scrap now yield sensible amounts of Dwarven Ingots. The yield is roughly 1 ingot per 8 pounds of scrap, improved to roughly 1 ingot per 4 pounds of scrap if you have the Dwarven Smithing perk.

Completely integrated/rewarding
* Unable to craft 'faction' Armors unless you are part of the faction [or meet a similar requirement]. For example, you will not be able to craft Imperial gear unless you join the Imperial Legion. If you choose the Stormcloak's side, you will be able to craft Stormcloak gear instead. If you join the Companions, you will be able to craft Companions gear. If you become Thane of Markarth, you will be able to craft Markarth Guard gear, etc.

This is IMO, the sexiest feature of CCO, and the one I'm most proud of. Other crafting mods tend to just add the gear and tie it to crafting perks. Meaning that a Warrior type would have their Smithing list cluttered with Dark Brotherhood gear, Thieves Guild gear, etc... You want to craft Thieves Guild gear? Earn it by joining the Thieves Guild! This is an extremely rewarding and satisfying system.

Completely unbugified/removed idiosyncrasies/add little niceties
* Prevent useless recipes from displaying. Say goodbye to having 6 different recipes for Dwarven Ingots cluttering your menus.
* Player will not be able to craft special weapons at the Skyforge unless they have the relevant Smithing perk.
* Needless steps are gone. Want to get some Leather Strips? Now you can convert Hides and Pelts directly into them, without going through Hide/Pelt -> Leather, Leather -> Leather Strips.
* Lets you convert between Hooded and Non-Hooded Robes variants at the tanning rack. Only works for "plain" robes and a select few magical robes like the Archmage's Robes. Will add magical robes eventually.
* Lets you upgrade leveled items. No longer are you punished for completing quests early in the game!

Completely fixes the leveled item problem
* When you reach a higher level, you will be able to upgrade your leveled items.
** For example, upon reaching Level 18, you will be able to convert the 12th-Level "Shied of Solitude" to the 18-th level version. If you reach level 25, you will be able to convert both the 12th- and 18th-level shields to their 25th-leveled version.
** Unfortunately, if you improved the 12th-level Shield of Solitude at the workbench, then upgrade it to the 18th-level version, you will need to re-improve it. But I'm pretty sure you'll agree it's not that big a deal considering you'll have a better base item, and it'll only cost you one ingot to re-improve it.

Completely Lore-Friendly
* In-universe unique gear remains uncraftable (e.g. Daedric Artifacts).
* All recipes are either based on a "smarter" version of the vanilla recipes, or on reasonable interpretations of in-universe lore. For example Fur Armors now require Pelts instead of Leather.

4 - Balancing
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For those curious, here is the general pattern followed for items (1.08+).

2-Handed Weapons
* 3 Leather Strips + 5 Main Components + 2 Secondary Components [Occasional] + Special [if any]
Bows
* 2 Leather Strips + 4 Main Components + 2 Secondary Components [Occasional] + Special [if any]
1-Handed Weapons
* 2 Leather Strips + 3 Main Components + 1 Secondary Component [Occasional] + Special [if any]
Daggers
* 2 Leather Strips + 2 Main Components + 1 Secondary Component [Occasional] + Special [if any]

Armor
* 4 Leather Strips + 5 Main Components + 2 Secondary Component [Occasional] + Special [if any]
Shield
* 2 Leather Strips + 4 Main Components + 2 Secondary Component [Occasional] + Special [if any]
Boots
* 2 Leather Strips + 3 Main Components + 1 Secondary Component [Occasional] + Special [if any]
Gauntlets
* 2 Leather Strips + 3 Main Components + 1 Secondary Component [Occasional] + Special [if any]
Helmet
* 2 Leather Strips + 3 Main Components + 1 Secondary Component [Occasional] + Special [if any]

Armor pieces with pelts as their main crafting components require 2 pelts for Armors/Shields and 1 pelt for Boots/Gauntlets/Helmets.

5 - Quests for Faction Gear
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Joining factions, or completing quests will make the following gear craftable at the forge

* Blades Gear (Complete Paarthurnax quest given by Esbern or Delphine)
* Companions Gear (Join the Circle)
* Dragon Priest Dagger (Defeat Morokei)
* Falmer gear (Complete either Hard Answers or The Lost Expedition)
* Forsworn Gear (Escape Cidhna Mines with Madanach)
* Guild Master's gear (Become the Leader of the Thieves Guild)
* Lockpicks (Join the Thieves Guild) [at the Smelter, so you cannot grind-level]
* Nightingale gear (Become a Nightingale)
* Imperial gear (Join the Imperial Legion)
* Penitus Oculatus gear (Destroy the Dark Brotherhood)
* Guard's gear (Become Thane of )
* Scimitar (Complete In My Time of Need)
* Shrouded gear (Join the Dark Brotherhood)
* Stormcloak gear (Join the Stormcloaks)
* Thieves Gear Guild (Join the Thieves Guild)

Completing quests will make the following gear craftable at the Skyforge
* Ancient Nord gear (Speak to Eorlund Gray-Mane after Glory of the Dead has been completed)
* Nord Hero gear (Speak to Eorlund Gray-Mane after Glory of the Dead has been completed)
* Skyforge Steel gear (Speak to Eorlund Gray-Mane after Glory of the Dead has been completed)

This is on top of the perk requirements (i.e. need Basic Smithing [formerly known as Steel Smithing] to create Steel Gear, Advanced Smithing [formerly known as Advanced Armors] to create Blades gear, etc.). The faction restrictions only applies to the creation of items. This means if you happen to find faction gear without having completed the relevant quest [which is completely possible, for example by killing a Stormcloak while being part of the Legion], you can still double-improve it with the proper Smithing perks.

6 - Bug Reports & Suggestions
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I tested everything rather extensively, so there *should* not be any bugs. However, as the mod is still young, and no one is perfect, some bugs *might* have slipped in there. If you find something weird, let me know in the comments.

Likewise, while I think I struck the right balance for recipes, there might be some unforeseen gameplay effects [particularly with Iron Ore + Charcoal = Steel Ingot, instead of Iron Ore + Corundum Ore = Steel Ingot, as Corundum Ingots are now exclusively used for the Advanced Armors]. I'm open to suggestions, so let me know in the comments.

Update [v1.03+]: To make sure people don't run out of Charcoal [and thus Steel Ingots], you can now "smelt" Firewood into pieces of Charcoal.

7 - Future features
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I'll try to implement the following features in later versions. I got no time frame for this, so please don't ask me when I will implement them. If you have other ideas, mention them in the comment thread.

* Dragon Bone weapons [by AeonVita]
* Item Breakdown [similar to Val's Crafting Breakdown]
* Update some perks like Matching Set to take into account the extra armors, etc...
* Robe crafting
* Scroll crafting

Additional items that could be in the game [I need someone who can create the textures/meshes for this however. Full credits will be given.]
* Banded Iron Boots/Gauntlets/Helmet
* Nord Hero Dagger/Mace/Warhammer
* Silver Arrows/Battle Axe/Bow/Dagger/Mace/War Axe/Warhammer
* Steel Plate Shield

I might make Smithing level up slightly faster in the later levels, because of the higher crafting requirements, but not too much, since improving loot still is dirt cheap in material.

8 - Thanks
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This mod would suck a lot more were it not for the many people giving me feedback about bugs and issues, as well as their suggestions. So if you make [sane] comments, know that it is appreciated.

Additionally, many thanks to the SkyEdit and TESVSnip developers for their great editing tools (which while not perfect, are still awesome enough to do 99% of the job). The CK was used to do the quest script.

9 - Version History
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v1.00 -- Original Release
v1.01 -- Fix packaging mistake. Fix Hide -> Leather and Hide -> Leather Strips recipes. Fix Companions Armors quest dependency. Add Guild Master's gear.
v1.02 -- Add Hooded Robes <--> Non-Hooded Robes at the tanning rack. Fix certain items' description.
v1.03 -- Can now 'smelt' Firewood into charcoal. Misc. fixes for recipes depending on Deer Pelts and Charcoal. Steel Guard/Stormcloak Boots/Gauntlets are now craftable.
v1.04 -- Add 'smeltable' Lockpicks, non-enchanted Nightingale Blade/Bow, improvable leveled items. Smithing Tutorial updated for CCO [apparently not working, keep an eye out for v1.05]. Bug fixes for Steel Cuffed Boots/Steel Nordic Gauntlets. Bug fixes for Better Sorting [accidentally broke in v1.03].
v1.05 -- Fix recipe for Studded Imperial Armor. Craftable Nightingale gear now improvable. Fix Guild Master's Boots keywords. Blacksmithing Tutorial should finally be working now properly.
v1.06 -- Fix packaging mistake
v1.07 -- Sync with WAF v1.20 (Nightingale Bows are now properly silenced)
v1.08 -- Rebalance recipes. I essentially got rid of the increased components cost for Heavy Gear. It was not necessary to prevent grinding and made it too hard for the heavy armor path.
v1.09 -- Fix Guard Armor quest requirements. Craftable Guild Master's gear is now improvable
v1.10 -- Savior's Hide improvement recipe fixed.
v1.11 -- Redesign Ore smelting. Add Circlet crafting. Improvement recipes fixes for Ironhand Gauntlets and Helm of Yngol.
v1.12 -- Tweak logic of what recipes display at the Smelter. Dragonplate gear now have Dragonbones/Dragonscale as main/secondary components instead of the other way around. Add Coin <--> Gold ingot recipes.