I was having an issue in which after taking the Superior Smithing perk from Alternate Tree #3, all items were still crafting at Fine. I discovered this post which was asking if Variable Tempering Strength would affect it. I realized perhaps that was my issue, and after some testing I did indeed discover that it was making the difference. When I have the baseline set to -50, everything improves to fine, but if it have it at 0, everything improves to superior.
So I suppose maybe this is working as intended, but I was hoping that instead of reducing the effective level I have for making upgrades, it could instead scale the upgrades themselves? That's what I thought it was going to do, and it is what I wanted. Once you get things up to Legendary, at least with vanilla improvements, it makes too large a difference and the base item no longer matters much. I want the improvement to just be a small gravy bonus on top, or perhaps enable old armor types to be a bit better than useless in case I want them for looks or something. With the way this is currently, sometimes certain item types will upgrade to a higher tier than others.
My armor and shield were both gaining +2 armor at Fine, or +6 at Superior. I would have liked something more akin to the shield gaining +1/+3, and the body armor gaining +2/+4, but that doesn't seem like an option.
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Suggestion, and I realize it might not be doable in Skyrim:
You know what would be even better? Being able to access higher upgrade tiers for item types nearer or beneath your smithing level. Like this:
With no perks, you can smith known item tiers and improve them to Superior. You can improve unknown items to Fine. Every 25 smithing levels above the tier's unlock point raises known recipes 1 rank (so 25=exquisite, 50=flawless, 75=epic, 100=legendary), but unknown items go up 1 rank every 50 levels.
Unlocking the first improvement perk would allow you to improve iron and steel tier items to Legendary regardless of your smithing skill (provided you have the perk required to craft them). The second would unlock Legendary for Elvish, the third for Advanced, the fourth for Crystalline, and the fifth for Mythic. Unknown items still get half the bonus, probably landing on Flawless if you're at just the required level to craft it.
This would enable you to get more Legendary upgrade tiers on lower-level armor than you would on higher-level armor. If armor improvement amount varied by base item type for the same improvement tier (light armor should get less than heavy armor, gloves should get less than boots, etc.) then it could work out pretty well. And anyone who uses full-scale smithing improvement would find that in the late game, they could get almost the same armor bonus from low level armors as they could from high level armors, as the increased number of upgrade tiers would mostly cancel out the base armor difference.
Hi there! Might have found a potential bug in the improved vanilla tree: i am not able to improve skyforge steel weapons as much as other materials (e.g.: i can upgrade orcish to flawless and skyforge steel to exquisite). I am using weapons and armor fixes remade, clothing and clutter fixes, CACO and CCOR, all in the recommended load order.
Let me know if you require any additional information or if i'm doing something wrong.
I have discovered the same problem. Pretty big disappointment tbh, as the Skyforge weapons are hands-down the best in the early game, and now they can't be upgraded to their full potential without console command trickery.
Unless I'm mistaken, you should just be able to load this after ordinator. You will then have ordinator with this mod's smithing perk tree. No patch required.
First, thank you for the work you've done. Smithing perks now look like they they should've been represented in the vanilla.
I've experienced some kind of bug with perk tree 3. Making smithing legendary still allows the player to create Daedric, Ebony and dwarven equipment even without perks. I solved this problem by deleting vanilla perks (Dwarven smithing etc) manually via the console.
Well they do, kinda, just that take to a page letting you know the mods not there anymore -- Not found The mod you were looking for couldn't be found --
Nope, Steel Plate isn't part of Steel Smithing in vanilla either. Vanilla reasoning for placing it in the light tree is for you to have better armor for your heavy armor-followers as someone using mainly light armor. Also: Steel Plate stat are way better than Steel Armor stst, which is another reason to separate them.
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~.~
So I suppose maybe this is working as intended, but I was hoping that instead of reducing the effective level I have for making upgrades, it could instead scale the upgrades themselves? That's what I thought it was going to do, and it is what I wanted. Once you get things up to Legendary, at least with vanilla improvements, it makes too large a difference and the base item no longer matters much. I want the improvement to just be a small gravy bonus on top, or perhaps enable old armor types to be a bit better than useless in case I want them for looks or something. With the way this is currently, sometimes certain item types will upgrade to a higher tier than others.
My armor and shield were both gaining +2 armor at Fine, or +6 at Superior. I would have liked something more akin to the shield gaining +1/+3, and the body armor gaining +2/+4, but that doesn't seem like an option.
- - -
Suggestion, and I realize it might not be doable in Skyrim:
You know what would be even better? Being able to access higher upgrade tiers for item types nearer or beneath your smithing level. Like this:
With no perks, you can smith known item tiers and improve them to Superior. You can improve unknown items to Fine. Every 25 smithing levels above the tier's unlock point raises known recipes 1 rank (so 25=exquisite, 50=flawless, 75=epic, 100=legendary), but unknown items go up 1 rank every 50 levels.
Unlocking the first improvement perk would allow you to improve iron and steel tier items to Legendary regardless of your smithing skill (provided you have the perk required to craft them). The second would unlock Legendary for Elvish, the third for Advanced, the fourth for Crystalline, and the fifth for Mythic. Unknown items still get half the bonus, probably landing on Flawless if you're at just the required level to craft it.
This would enable you to get more Legendary upgrade tiers on lower-level armor than you would on higher-level armor. If armor improvement amount varied by base item type for the same improvement tier (light armor should get less than heavy armor, gloves should get less than boots, etc.) then it could work out pretty well. And anyone who uses full-scale smithing improvement would find that in the late game, they could get almost the same armor bonus from low level armors as they could from high level armors, as the increased number of upgrade tiers would mostly cancel out the base armor difference.
Let me know if you require any additional information or if i'm doing something wrong.
I've experienced some kind of bug with perk tree 3. Making smithing legendary still allows the player to create Daedric, Ebony and dwarven equipment even without perks. I solved this problem by deleting vanilla perks (Dwarven smithing etc) manually via the console.
Sorry for my English.
still required or have you cleaned your mods?
-- Not found
The mod you were looking for couldn't be found --