To clarify my earlier comment - what I meant was that Dragonborn did not introduce new perks for the smithing tree. Therefore, every new material still falls under the vanilla games perks for unlocking smithing recipes. So it should work fine with Dragonborn, and can be used without it.
Originally I had made the mod dependent on Dawnguard, which was a mistake. No DLC is required for perk mods, since vanilla perks have been unchanged through all expansions.
Its been a while since Ive been on here mannygt! Im just reviewing the state of my mods where I left them (all are able to be modified and rereleased by anybody, Ive given full permissions).
Im interested to know what blacksmith perk tree mod you are using currently. Do you use Skyrim Redone?
@manngt - maybe... if im still in a mod-making mood during the week I probably will. UPDATE: Version 2c *should* work without Dawnguard. Please test.
@VincentSylvanne - the improvement bonuses should be equivalent to enchanted smithing items. so if you had gloves with 20% more smithing, then it should be exactly the same as what the perk provides. I tested that before release.
With 100 smithing skill and the "improve them twice as much" perk in the vanilla game you can increase a breastplate armor rating 23 points more than its base. With this mod's perk tree filled out (all six perks) it will be the same 23 point increase. Except it will apply to every sort of armor and weapon including long bows and iron. Weapons are +11 i think.
The improve percentage increases can be deceptive though because there is a threshold for each improvement rank which you have to reach before the armor rating/damage will actually increase. So 20% might not actually overcome the threshold in all cases, but if that happens then you can use gear, potions or increase smithing skill further and it will tick over.
This might be a dumb question, but I'd like to be certain; are the bonuses listed on improving all weapons and armor in each of your new perk descriptions suppose to represent the values already present in the vanilla game or have you added in a new passive bonus to upgrading gear that is beyond normal values the player earns from investing in Smithing?
It might be obvious to others and maybe it is confusing only because I'm up in the small hours of the morning, but I thought I'd ask just to be safe.
10 comments
If the weapon and armor classifications are the same as in vanilla and Dawnguard, then it should work fine with Dragonborn.
I dont use this mod myself anymore (even though I made it) because Im trying Skyrim Redone which seems very good.
Originally I had made the mod dependent on Dawnguard, which was a mistake. No DLC is required for perk mods, since vanilla perks have been unchanged through all expansions.
Cheers! ^^
Im interested to know what blacksmith perk tree mod you are using currently. Do you use Skyrim Redone?
I like this mod alot, very helpful indeed.
@VincentSylvanne - the improvement bonuses should be equivalent to enchanted smithing items. so if you had gloves with 20% more smithing, then it should be exactly the same as what the perk provides. I tested that before release.
With 100 smithing skill and the "improve them twice as much" perk in the vanilla game you can increase a breastplate armor rating 23 points more than its base. With this mod's perk tree filled out (all six perks) it will be the same 23 point increase. Except it will apply to every sort of armor and weapon including long bows and iron. Weapons are +11 i think.
The improve percentage increases can be deceptive though because there is a threshold for each improvement rank which you have to reach before the armor rating/damage will actually increase. So 20% might not actually overcome the threshold in all cases, but if that happens then you can use gear, potions or increase smithing skill further and it will tick over.
It might be obvious to others and maybe it is confusing only because I'm up in the small hours of the morning, but I thought I'd ask just to be safe.