About this mod
Light Armor Crafting, Weapon Smithing, Talents, and balance changes to make it all work together.
- Requirements
- Permissions and credits
- Changelogs
Latest Update:
Now receive 2 talent points per level + 2 at level 1
Added Critical strike damage boost talent
Added shield block talent
Added non combat magicka regeneration talent
Added Disease resistance talent
Rewrote most of the talent descriptions
Added a delay to talent updates to prevent other mods from interfering
added limits to the number of talent points
tweaked some talent percentages
REQUIRES:
OBSE
FCOM or MMM, make sure you choose the right file.
Armor crafting requires data files from these mods: (esps for these do not need to be activated)
(You do not need these to get started, so if you just want to try the mod out, you can wait and get these later)
http://www.tesnexus.com/downloads/file.php?id=12256 - spindrift - Frostleaf armor
http://www.tesnexus.com/downloads/file.php?id=14999 - SkeletonK - Nightshade armor
http://www.tesnexus.com/downloads/file.php?id=16899 - tona - Simple dress armor
http://www.tesnexus.com/downloads/file.php?id=12785 - SkeletonK - Dark Illusion armor
http://www.tesnexus.com/downloads/file.php?id=12959 - Exnem - Rogue 02 armor
http://www.tesnexus.com/downloads/file.php?id=13259 - Exnem/nagothm - Leather Warrior
http://www.tesnexus.com/downloads/file.php?id=13494 - Exnem/Phnx/Hellknight - Warrior 04 armor
http://www.tesnexus.com/downloads/file.php?id=16517 - Exnem/nagothm - Elven Warrior
INCOMPATIBILITY:
Mart's Monster Mod - Hunting and Crafting
INSTALLATION:
IMPORTANT: Put it after Bashed Patch, 0.esp in your load order. If it's not in the proper location, most of the mod will work, but a lot of creatures won't have the drops they are supposed to have.
OVERVIEW OF GAMEPLAY CHANGES:
Leather Crafting (original idea comes from MMM - Hunting and Crafting)
-Female characters only
-Partial skill replacement, "Light Armor" skill now is a combination of vanilla oblivion, plus leather working. Skill will level as you work with armor with skill advancement from receiving hits significantly reduced.
-Create armor sets from stock models plus a large selection of community made models
-Balanced around high armor values but lower health than default armor
-5 piece armor sets for skill levels 0, 10, 20, 30, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, and 100
-5 tiers of Leather obtainable from skins
Weapon Crafting
-Replaces "Hand to Hand" skill with weapon smithing.
-Smelt ore found off the creatures and npcs of Oblivion.
-Trial and error discovery of alloys Bronze, Steel, Elven, Ebony, Obsidian
-Weapon quality based on skill level and ideal use of metals.
-Base metals of Copper, Iron, Silver, Mithril, Gold, Platinum
-Additional metals of Carbon, Chromium, Manganese, Nickel, Tin, Tungsten, Vanadium, and Zinc
Magicka Regeneration
-Implements concept of in combat magicka regeneration and out of combat magicka regeneration
-Larger mana pools of 4 magicka per int.
-Partially Disassociated magicka regeneration from mana pool size.
Weapon Enchantment Restoration
-The weapon you currently using is restored over time based on your mysticism skill and the strength of the weapon
-Using enchanted weapons slowly increases your mysticism skill
Talent points
-2 Talent point gained per level
1% Power Attack Critical Strikes: chance for power attacks to do increased damage
5% Attack Fatigue Reduction: Fatigue loss from using weapons is decreased 5%
Max Armor Rating: Increases the maximum armor rating starting at 69% and with 10 talent points gets back to oblivion default of 85%
5% reduced damage to armor: each talent point reduces damage to armor by an additional 5%
Combat Magicka Regen: Improves in combat mana regeneration by 10%
25% Increase to non-combat magicka regen: increased non combat magicka regeneration rate by an additional 25%
Spell Power Armor Penalty Reduction: Reduces spell power penalty for casting spells while wearing armor
Leather Crafting: reduces skill requirements for each tier of leather, increases quality of leather recieved.
Weapon Smithing: improves weapon quality and damage, increases leveling rate.
Enchantment Restoration: Weapon enchantments restore 10% faster per talent point
5% chance to successfully block all damage: when you block, sometimes you will take no damage
+8% Power Attack Critical Strike Damage: increases damage of a power attack critical strike by 8%
20% less chance of contracting a disease: global reduction to contracting a disease.
GAMEPLAY INSTRUCTIONS AND TIPS:
For crafting, you'll need to buy utilities from traders or pawnbrokers.
IMPORTANT: Based on your overall skill advancement rate, you will probably need to adjust your light armor skill. At light armor skill of level 50, you should be around level 13. I recommend a light armor "Hit on armor piece" skill use rate of 0.03. If you set this too high, your light armor skill will outpace the rest of your skills and make the quality of the leather you craft greatly exceed the quality of the armor you find in the world.
Turn found fur and skins into useable leather by clicking on them once in the inventory. The quality of the leather created is based on your skill and the quality of the hide used. At very low skill levels, the conversion may fail and you'll end up with no useable leather. Leather quality from worst to best are: poor, quality, excellent, premium, ultimate.
You can convert leather from one quality level to another. It requires 4 leather to up convert, while down converting only results in 2 pieces of leather. For example: you can combine 4 poor leather into 1 quality leather. You can split 1 quality leather into 2 poor leather.
To initiate leather crafting or weapon smithing, click on the appropriate tool. All weapons can be crafted with the same blacksmith hammer, however armor is split into 5 tiers with each higher tier requiring a higher quality set of tools.
Ore can be turned into Ingots using the Smelting tools. Smelting automatically smelts all ore in your inventory spliting the ore into raw ingots and ore sludge.
Trace metals can be extracted from the ore sludge. This has the benefit of dumping unneeded weight leaving you with only the raw useful materials.
For gameplay purposes, Ingots are light, and trace metals are weightless.
The talent window will pop up every time you level. It will repeatedly display until you choose all of your talent points. A Crafting Config item will show up in your inventory allowing you to view your talents or reset them.
With in and out of combat mana regeneration, I recommend these game settings: fPCBaseMagickaMult - 4, fMagickaRegenBase - 0.05, fMagickaRegenMult - 0.02
WEAPON CRAFTING DETAILS:
Weapon crafting is complex. You might want to read these instructions again after playing around with it some in game.
The quality of a crafted weapon is based on your "Hand to hand" skill and quality of the metal you used. There are 4 base metals you can use to craft weapons: copper, iron, silver, mithril. However mixing metals with traces of additive metals allows you to create alloys that are stronger than the base metal used. For example, mixing copper with manganese will create a bronze weapon. There are several alloys available, with the strongest alloys requiring you to mix ever greater numbers of metals.
Crafting daggers requires 1 ingot per base metal type, shortswords require 2, longswords require 3, and claymores require 4. Regardless of the weapon type created, a maximum of 1 metal additive is used per additive type. So crafting a bronze claymore will require 4 copper, and 1 manganese additive. Base metals can also be mixed. For example: mixing copper and iron (not recommended) will create a mixed metal claymore and use 4 copper and 4 iron ingots.
Crafting the poor "mixed metal" weapons will still increase your "hand to hand" skill, but the result will be useless and vendors wont purchase them for much. Sometimes you learn more by failing than by succeeding.
You can add multiple additives to a mix when attempting to discover a new alloy, however the strongest alloys cannot be created if a specific additive is used in the mix. Base metals are also specific when creating an alloy. For example, you cannot craft a bronze weapon by mixing copper, iron, and manganese; however you can create bronze by mixing copper, manganese, and carbon. This allows you to experiment with multiple additives to try to discover new alloys.
After you discover an alloy you should try to determine the optimum mix of metals to create the strongest version of that alloy. The freebee copper + manganese = bronze alloy is not the strongest version of bronze. Try experimenting by mixing copper with other additives to discover the strongest version of bronze.
In the future I hope to give clues to stronger alloys as your skill increases, however that is not in this version.
Attempting to craft weapons beyond your skill level will increase your skill much faster, however until your skill reaches the level required for that alloy, those weapons will be even weaker than weapons that fall within your skill range. While the quality of a specific alloy will indefinitly increase with higher skill levels, the gains will exponentially drop off once your skill advances beyond the necessary level for that alloy.