Argh sorry forgot to mention that (in the final version that will definetly be in text for the books). The salts induced Ingots of course are producable at a smelter.
Thanks for the endorsement. When you used a bit longer pls let me know if the enchantment strength is ok.
I'm still thinking about somehow linking the enchantment strength to the smithing skill or the soulgem size, though latter would involve creating even more recipes unless I figure out another way.
I really like what you have done here. Your naming convention for arcane smith-able items is perfect and there is a robust number of items to choose from.
The components seem viable for what we are creating. I have not run across any of the 'element' salts induced ingots, but maybe I'm not high enough level yet. I saw them under the console help though, so I know they must be around somewhere.
This is a nice option for heavy-smith/light-enchant characters. Endorsed!
Item Codes are assigned by the game depending on how many mods are loaded and in which order they are loaded. To find the code for the books open the console and type help "arcane smithing" 4 this gets you a list of items that have the quoted string in their name followed by their Id. Then use player.additem code count to add the books to your inventory.
To find the book I placed ingame already fast travel to the village Rorikstead. At the South East End of town I added a House (which you cannot enter yet) left to it's door is a workbench with the books on it.
hello i cannot fight the books, you said the forge is near Rorikstead, that isn't helping much and i cannot add then via the console because i don't know the item codes. Please help.
"is it possible to add new lists to the crafting menu?"
Sadly not with the CK. You can imagine that I'm not happy either with how messy the menu gets with all those additional recipes. But changing this would involve in depth hacking which I am at this time not capable of.
This is my very first mod and apart from doing something that others might find useful the main purpose of it is to learn the basics of moding with the CK. But I surely will look into editing the menus later when I turn my attention to 3rd party modding tools such as SKSE and ScriptDragon (Obviously you have to rely on those to edit menus as seen with SkyUI). A rework of the menu may be part of final 1.1 version.
11 comments
If you want to keep it neat then add this to lorecraft
LORECRAFT FTW! (my hope is that most major mods will go through this one way of keeping everything organised. it just, makes, Sense!!
but seriously this looks really cool, ill download it on my next warrior, but tracking and eager
thanks for your hardwork
Thanks for the endorsement. When you used a bit longer pls let me know if the enchantment strength is ok.
I'm still thinking about somehow linking the enchantment strength to the smithing skill or the soulgem size, though latter would involve creating even more recipes unless I figure out another way.
The components seem viable for what we are creating. I have not run across any of the 'element' salts induced ingots, but maybe I'm not high enough level yet. I saw them under the console help though, so I know they must be around somewhere.
This is a nice option for heavy-smith/light-enchant characters. Endorsed!
To find the book I placed ingame already fast travel to the village Rorikstead. At the South East End of town I added a House (which you cannot enter yet) left to it's door is a workbench with the books on it.
Hope it helps and you enjoy the mod.
I never found the code myself where it even creates the lists.
thanks for the work appreciated and helpful
Sadly not with the CK. You can imagine that I'm not happy either with how messy the menu gets with all those additional recipes. But changing this would involve in depth hacking which I am at this time not capable of.
This is my very first mod and apart from doing something that others might find useful the main purpose of it is to learn the basics of moding with the CK. But I surely will look into editing the menus later when I turn my attention to 3rd party modding tools such as SKSE and ScriptDragon (Obviously you have to rely on those to edit menus as seen with SkyUI). A rework of the menu may be part of final 1.1 version.