What it does is fix and fill in the gaps that Bethesda Dev left out or left uncompleted for what ever reason. There are many location around Skyrim (does not effect Skyforge area) that have Crafting equipment that either does not work (cooking pots on camp fires that have no option to use for example). Other locations where a player could expect Smithing, Smelting Enchanting, Alchemical and Cooking Stations either only had one piece of equipment (ie. just a skinning rack or just a forge but no smelter) so what I did was add the missing stations but only where it seamed like the location should have them.
Some places I added just one thing others got every thing depending on the location and the people that are living there and if it seamed reasonable to consider they would have the added stations so as to not make it feel out of place or ruin immersion.
Now compatible with Arthmoors village extensions (Ivarstead) by moving the Smithy's House and Forge station to the village edge by the river. Immersive Armours, I left this area untouched as his mod did a better job of adding the forge but I left the Enchanting Font and non-respawn storage in the Underforge.
Let me know if there are any other areas that need redoing. In Next Update - (coming early 2018) DLC Locations Fixes / New Additions to - Riverwood - Moved the Enchanting Font (plus non-respawning small storage barrel) to the basement of Alvors house but I may move it again to the Inn. Treva's Watch - Cooking Pot North Skybound Watch - Cooking Pot
Bummer... I like this mod but I can't use it. For whatever reason this is causing an immersion breaking bug with Dorthe if run from the beginning of the game. (Not sure if it is a mod incompatibility or if it just causes the bug if loaded at beginning but...) I have confirmed it is this mod and posted a bug report.
So glad to see you've made this with compatibility in mind! I used this in Oldrim and had to make a lot of in-game changes. I use JK's and Arthmoor's, so I'm looking forward to seeing my missing crafting equipment again! YAY!
A few locations not listed as covered compared to similar mods eg Where's Your Smelter
[x] Granite Hill [x] Largashbur [x] Cracked Tusk Keep [x] Fort Greenwall [x] Fort Greymoor [x] Fort Hraggstad [x] Fort Neugrad [x] Fort Snowhawk [x] Fort Sungard
It should be ok as it only replaces object that either did not function for crafting (cooking pot with no options) or add missing crafting objects so unless they add something in the same location (like in Riverwood I know there is a mod that adds a Smelter (Im going to be adding a version that removes mine from this mod as the mod its in is used by a lot of people) it should be ok. There are a number of locations that I added Smelters etc then took them away as they had been added by other more popular mods, for example at the Skyforge.
How much did you tamper with the navmeshes in order to get this done?
I'm asking because of Immersive Citizens.
Also, I read that there's overlap between some of the equipment you added in Ivarstead and Arthmoor's village expansion: do you plan to release a compatibility patch?
Thanks!
I nearly forgot: thanks for sharing this, pretty good job you did there with the expansions, they look well thought out!
No alterations to nav mesh were done at all and yes will be starting on a patch tomorrow or day after depending on finding the time, it should be a quick patch as the overlap is very small, just one building really, If you look at the right hand image his building gos over the small part of that forge house. Yeah I tried to think it out as best I could but there are one or two places where a Enchanting table looks out of place (not using the regular table but a smaller one as its less obtrusive) but for 99% it all fits in well I think.
Thanks for replying and good to know that there will be a patch for Arthmoor's Ivarstead; check compatibility with his other village expansion mods as well while you're at it!
I ended up inspecting the .esp file myself with SSEEdit to check for other compatibility issues with my modlist (none by the way), and I noticed that, as you say, you didn't even touch the navmeshes, you just added a new one (apparently for a house?); that's very good for compatibility with Immersive Citizens; problem is, in the last few hours I also found the time to test your mod out a bit more closely, and I found a few overlapping items here and there (example: the new enchanting table in Riverwood overlaps with a chair by immersive citizens).
Finally, let me give you a feedback: I believe you did a pretty great work with the architecture: you have found pretty and working solutions to place large smelters where they didn't fit in a the obvious way, very nicely done!
If I can relay a criticism, some of the equipment doesn't make a whole lot of sense: take the aforementioned enchanting table; why on earth would a blacksmith have an enchantment table next to his forge? You should have put it somewhere else entirely, maybe in the sleeping giant inn, or in a new npc's house / shop, but not under Alvor's watch, seriously, it's spectacularly weird to look at it. LOL.
In any case, thanks for replying! Keep up the good work!
PS: I nearly forgot, there's an inconsistency in your description. You list the changes to the Skyforge (added tanning rack and smelter) and you also state the opposite (no changes to the Skyforge to keep compatibility with mods changing that area). The latter seems the correct one, because I see no tanning rack nor smelter at the Skyforge!
ah right I need to change that, there used to be 2 versions of this mod but I returned the Skyforge to original state so that it did not have issues with a the 'Immersive Armors' Mod which also edited the Skyforge but did it in a much better. I shall look into the chair placement and that added Nav. Mesh maybe either a Nav.Mesh for a new building (prob. a farmhouse/smithy) in Blacklight Tower (in the Rift I think) if not then its a Reach tower from where I removed some large clutter and there was no Nav. Mesh underneath so it needed to be added, if I remember right (its 2 years ago) it should only be 1-2 triangles at the side of the room.
Yeah I know them Enchanting fonts don't really fit in the Black smith, at the time I had intended for them to go into the Blacksmith home but that restricted access and then I considered making a few small caves and putting the Enchanting fonts there along with Alchemical station but decided I did not like the idea because it would end up with lots of small caves dotted around Skyrim and it would be all very repetitive so they got left where they are...still don't know where to put them but as im about to start some thing for FO:4 they may well stay there now idk.
Nice to see a mod that takes care of more crafting stations. Right now i use different ones together. Sometimes missing a grinding wheel or armor bench is just annoying, like in Dawnstar.
Question; i use Arthmoors village extentions. Is the Ivarstead smithing merchant compatible with that?
Also, pics of all locations and changes would be nice.
I could do pics for the City ones but a pic for every location is just to many but I will add some more. You can check against the list on the front page description for areas and locations I have added too, as for Arthmoors Village Extension I will have to download it and check but so long as he has not changed the area by the river it should be ok only you may end up with two Smithies if he has added one as well. If it does conflict maybe I can make a patch but idk until I look in game.
Thanks for looking into it. Arthmoor is very generous for NPC, he gives them all a house. But i dont think there is another shop. There might be a house at the same spot as your smithy. Or the Blacksmith is behind the house
I will try it anyway. Maybe do some "disable" in the console. I run merchants of skyrim as well.
EDit; if you do cities as well, make sure to check out either JK's or Dawn of Skyrim. As they both already add a lot of stuff to cities. Maybe better focus on the villages, mines and settlements
Ok so I have checked it out and yes there is a house right on top of the smithy but that should not be any problem to sort out and don't worry the house will still be close by
24 comments
There are many location around Skyrim (does not effect Skyforge area) that have Crafting equipment that either does not work (cooking pots on camp fires that have no option to use for example).
Other locations where a player could expect Smithing, Smelting Enchanting, Alchemical and Cooking Stations either only had one piece of equipment (ie. just a skinning rack or just a forge but no smelter) so what I did was add the missing stations but only where it seamed like the location should have them.
Some places I added just one thing others got every thing depending on the location and the people that are living there and if it seamed reasonable to consider they would have the added stations so as to not make it feel out of place or ruin immersion.
Arthmoors village extensions (Ivarstead) by moving the Smithy's House and Forge station to the village edge by the river.
Immersive Armours, I left this area untouched as his mod did a better job of adding the forge but I left the Enchanting Font and non-respawn storage in the Underforge.
Let me know if there are any other areas that need redoing.
In Next Update - (coming early 2018)
DLC Locations
Fixes / New Additions to -
Riverwood - Moved the Enchanting Font (plus non-respawning small storage barrel) to the basement of Alvors house but I may move it again to the Inn.
Treva's Watch - Cooking Pot
North Skybound Watch - Cooking Pot
Thanks!
Also this mod seems to have a few wild edits... Such as editing NPC actors??
Where's Your Smelter
[x] Granite Hill
[x] Largashbur
[x] Cracked Tusk Keep
[x] Fort Greenwall
[x] Fort Greymoor
[x] Fort Hraggstad
[x] Fort Neugrad
[x] Fort Snowhawk
[x] Fort Sungard
Also, how does this play with JK's Skyrim?
There are a number of locations that I added Smelters etc then took them away as they had been added by other more popular mods, for example at the Skyforge.
I'm asking because of Immersive Citizens.
Also, I read that there's overlap between some of the equipment you added in Ivarstead and Arthmoor's village expansion: do you plan to release a compatibility patch?
Thanks!
I nearly forgot: thanks for sharing this, pretty good job you did there with the expansions, they look well thought out!
Yeah I tried to think it out as best I could but there are one or two places where a Enchanting table looks out of place (not using the regular table but a smaller one as its less obtrusive) but for 99% it all fits in well I think.
I ended up inspecting the .esp file myself with SSEEdit to check for other compatibility issues with my modlist (none by the way), and I noticed that, as you say, you didn't even touch the navmeshes, you just added a new one (apparently for a house?); that's very good for compatibility with Immersive Citizens; problem is, in the last few hours I also found the time to test your mod out a bit more closely, and I found a few overlapping items here and there (example: the new enchanting table in Riverwood overlaps with a chair by immersive citizens).
Finally, let me give you a feedback: I believe you did a pretty great work with the architecture: you have found pretty and working solutions to place large smelters where they didn't fit in a the obvious way, very nicely done!
If I can relay a criticism, some of the equipment doesn't make a whole lot of sense: take the aforementioned enchanting table; why on earth would a blacksmith have an enchantment table next to his forge? You should have put it somewhere else entirely, maybe in the sleeping giant inn, or in a new npc's house / shop, but not under Alvor's watch, seriously, it's spectacularly weird to look at it. LOL.
In any case, thanks for replying! Keep up the good work!
PS: I nearly forgot, there's an inconsistency in your description. You list the changes to the Skyforge (added tanning rack and smelter) and you also state the opposite (no changes to the Skyforge to keep compatibility with mods changing that area). The latter seems the correct one, because I see no tanning rack nor smelter at the Skyforge!
I shall look into the chair placement and that added Nav. Mesh maybe either a Nav.Mesh for a new building (prob. a farmhouse/smithy) in Blacklight Tower (in the Rift I think) if not then its a Reach tower from where I removed some large clutter and there was no Nav. Mesh underneath so it needed to be added, if I remember right (its 2 years ago) it should only be 1-2 triangles at the side of the room.
Yeah I know them Enchanting fonts don't really fit in the Black smith, at the time I had intended for them to go into the Blacksmith home but that restricted access and then I considered making a few small caves and putting the Enchanting fonts there along with Alchemical station but decided I did not like the idea because it would end up with lots of small caves dotted around Skyrim and it would be all very repetitive so they got left where they are...still don't know where to put them but as im about to start some thing for FO:4 they may well stay there now idk.
Question; i use Arthmoors village extentions. Is the Ivarstead smithing merchant compatible with that?
Also, pics of all locations and changes would be nice.
You can check against the list on the front page description for areas and locations I have added too, as for Arthmoors Village Extension I will have to download it and check but so long as he has not changed the area by the river it should be ok only you may end up with two Smithies if he has added one as well.
If it does conflict maybe I can make a patch but idk until I look in game.
I will try it anyway. Maybe do some "disable" in the console. I run merchants of skyrim as well.
EDit; if you do cities as well, make sure to check out either JK's or Dawn of Skyrim. As they both already add a lot of stuff to cities. Maybe better focus on the villages, mines and settlements
Would you like to add a sticky here to explain, please?