Last updated at 5:34, 20 Sep 2017 Uploaded at 5:01, 12 Feb 2014
Skyrim is a land of Blacksmiths. The Nords are praised and boasted for their legendary crafting skills and all over Tamriel, the tales of their prowess at the forge are known. Yet, for all of this, not a single smith in the game will bother to craft a shoehorn for you. No amount of coaxing, bribery or coercing, will bend their will. They are determined. It is as if they've joined a secret organization which sole purpose is to deprive you, the poor adventurer, from proper, adequate protection.
And let's not mention the unhinged mages at Winterhold that according to themselves, make a living by enchanting things for the Nords and yet refuse to even acknowledge your most trivial enchanting requests.
This mod is a humble attempt at thwarting this conspiracy.
This mod is very simple in nature. It's designed so that it complies with the following rules:
- It is designed to minimize conflicts or interferences with other mods.
- It may be indirectly susceptible to interference from other mods, but such interference will cause nothing more than limited functionality.
- It can be safely turned off and uninstalled at any time. It will not leave a trace in your save.
- It can be installed at anytime on any save over any other mod.
- It will auto-shutdown and inform you when it detects something is wrong. If it's running, you can rest assured everything is fine.
- It will not botch your game, cause CTDs or flood your papyrus log with errors.
- It will only work when needed. Its scripts will only run briefly when you request services and stop immediately after the dialogue is over. No constant monitoring, no checks, no polling. The update module will run once on game load to check the mod version and perform an integrity check, then stop.
Blacksmiths will craft and temper at your request. Enchanters will enchant and recharge items for you.
- The skill level of the blacksmith /enchanter determines what perks they get, the type of equipment they can work with and the cost of their work. The cost will also depend on the value of the item, the materials used by the NPC and your barter skill and game economic settings..
- If a blacksmith can't craft or temper an item, find another with higher skill level, or change their skill via the MCM menu.
- The higher the skill of the blacksmith the higher the stats on crafted/tempered items. Low skill smiths are cheaper, but so is their work.
- The higher the skill of the enchanter the more powerful the enchantments will be, and the costlier.
- Money used to pay for services will go straight to the blacksmith/enchanter's inventory.
- Blacksmiths will use their own materials and can acquire what they don't have at the expense of extra time and money. You'll still need to provide them with rare materials like dragon bones if you want them to craft something of that sort.
- Enchanters will only know common enchantments. If you want a different enchantment you'll need to bring an item they can get the enchantment from.
- Crafting, tempering and enchanting takes time by default.
Compatibility and load order
This mod is compatible with all mods in the sense that It will not cause conflicts or override any records, though other mods may affect its functionality if they make additions to the smithing and enchanting perk trees. The severity of these interferences range from NPCs producing weaker -or stronger- enchantments and tempering, to the inability of crafting items of certain materials. This occurs because this mod only uses vanilla perks and mod-added perks may be needed to be able to work with certain items.
If you think a mod changes the smithing and enchanting perk trees, test it out. It is perfectly safe to do so and chances are everything will work great. The worse that can happen is that NPCs will be unable to fulfill your order.
The mod will automatically recognize if you are using Requiem, Perma, SkyRe, Ordinator, Sperg, Ace or Smithing Perks Overhaul and will imports essential perks from these mods -as well as blacklist vanilla ones depending on the case- so that NPCs are able to craft and enchant without hindrances and to maintain proper balance according to the vision of each mod.
Load order does not matter.
- If you open simultaneous orders commissioning identical items, there can be a mix up with your items and one NPC may sell you the item commissioned from another NPC. This is due to the fact that all blacksmiths and enchanters store items in the same container and there is no simple way to differentiate identical items when they're inside the inventory or container. This is no big issue. If your enchanter sells you the silver sword you had tempered instead of the silver sword you had enchanted, go to the blacksmith you placed the tempering order with and he'll have the enchanted version. There are simple and tedious or interesting but somewhat complicated ways to solve this issue, I just haven't gotten around to it.
- The mod needs to remove and later re-add all armor and weapons in your inventory to do its job when requesting enchanting or tempering services. This can result in the loss of hotkeys and/or favorites, depending on which hotkey mod you use. This is a drawback of the current approach I use and until I design a better way there's nothing to do about it.
TES Skyrim v220.127.116.11
SKSE 1.7.3 or later
SkyUI or SkyAway
Feel free to reuse, modify or redistribute this file or any of its assets however you see fit. I only ask that you include the source files of your work and grant the same level of liberties I'm offering.
Thanks to the SKSE team for their immensely useful SKSE. Specially Purple Launch Box who implemented the required functions I needed to get this going.
Thanks to Dienes and MrJack for all their help. These guys rock.
Thanks to the authors of the myriad of posts I perused on the Beth forums while looking for answers