If you're coming from previous, older versions of the mod and wondering what has changed with these last releases, I encourage you to look at the changelogs. For those wanting a quick summary, here's a brief overview of the most important changes.
Series 1.2+ constitute a big departure from the manner in which the internal mechanisms of the mod operated in previous versions. A new SKSE plugin was implemented to handle previously hacky, sluggish tasks in a fast, efficient manner and accomplish things that were simply not possible before. After 3 iterations, the result is a completely seamless experience that feels as intuitive and native as if it were part of the original game, almost.
Firstly, removing all inventory items when tempering/enchanting is not necessary anymore, nor there's need to give the equipment to craftsmen before requesting services; all items in inventory will be available for modification at once. Hotkeys and favorites will no longer be unbound/lost after requesting tempering services. The mod will be able to correctly detect the modification (tempering/enchanting) of all items -including those without slot masks- and exactly detect the correct engine-assigned cost of all items as shown on the UI. Extraneous items or tokens used as a means of control by other mods will no longer appear as part of an order. Performance has improved to the point where the processing time after requesting services is almost imperceptible and the need for compatibility patches for perk overhaul mods has been eliminated (or at least shifted from inclusion to exclusion) since the mod is able to detect all perks dynamically at runtime instead of relying on static records. Details on these and all other changes can be found by reading the changelog records in the logs tab.
Upgrade Instructions:
Spoiler:
Show
If you're upgrading from versions >= 1.20 mid-game, there are no requirements other than removing the previous version and installing this one. You will see an in-game message indicating the mod has been updated and that's all. Happy gaming.
If upgrading from the old 1.10 series, the process is a bit more involved. Please, keep reading. Version 1.2 breaks the norm as far as in it can't be dropped over the previous version and be done. Some of the changes require the mod to be restarted by the game. To upgrade from previous releases to the 1.2+ series mid-game, use the following steps:
Go to the MCM and use the 'Uninstall' option.
Save the game.
Remove the mod with your favorite mod manager.
Run your SkyProc, Smash or any other patchers you use.
Open the game, save and exit.
Install the new version of the mod.
Re-run your patchers.
Open the game and enjoy the new version.
Addons that may be of interest to you: Additional Materials: Changes the mod's formlists to greatly increase the variety of materials craftsmen can provide for you. (SSE only) Updated Ordinator Ini: Config file blacklisting a few extra Ordinator perks to avoid the annoying dialog prompt when requesting services. The ini file is version independent so it can be used in LE, SSE, AE, etc.
Well, this is it folks. It has been a fun ride but it's time for me to move on. Looking back in time to that first version of the mod released almost 8 years ago and seeing it now, I'd say it has come along quite nicely. There are many things I would have loved to do and improve, but I fear I've run out of time. My biggest regret is that -and among the many things in my TODO list this one stands out for its simplicity- I never got to implement craftsmen location markers... Well, what can I say; I can write a SKSE plugin but I've no idea how to work the CK haha. I swear that thing is the bane of my existence; if I could program the whole mod with a text editor, I would -chuckles. In all seriousness, this is one of the features I always wanted in the mod but ended up being pushed back every time for one reason or another. In no small part -I'm sure- because it required some research on my part as opposed to simply reading the Papyrus script reference or perusing the SKSE function definitions… But herein lies the strength of the community and its brightest point. How anyone is free to come and create a patch or addon, or even pickup where others left off and continue their work. This way an otherwise dead project gets to live on. This is the beauty of OSS. The source is all there and anyone willing can dig in and start hacking.
But that is enough of my ramblings. I must leave you now and I do so with the earnest hope that y'all find purpose, clarity, discernment and if you're lucky, love. For life is so much sweeter when you have the right person to share it with. No matter who or where you are, do whatever it is that makes you happy. In the end, that is all that matters.
ladyvoldything: Is this compatible with Ordinator, X, Y or Z?
Yes, it is compatible with all perk overhaul mods out of the box. Although, it may be necessary to blacklist certain perks depending on the overhaul you're using. Check the HonedMetal.ini file in Data/SKSE/pllugins/ for more info. Ordinator particularly has annoying quirks which can be remedied by installing the patch linked in the sticky post.
markiqwer: I have an issue with crafting... I am prompted with choices of (elven or dwarven, ebony or glass, daedric or dragonbone )....
This is the way Ordinator behaves. Blacklisting the perks that trigger the dialog prompt will solve the issue. The Updated ini file in the downloads section does just that. Simply overwrite the ini packed with the mod with the update or simply copy-paste it.
Relentlessx757: So far I've only spoken to alvor to craft/smith and my character gets stripped and I have to re-equip whatever I was wearing. Is this intentional?
No. This is your perk overhaul's doing. Ordinator is known to do this upon activating certain perks for the first time, but other overhauls may behave similarly. The only way to remedy this is by blacklisting the perk(s) that cause this behavior in HM's ini file. In Ordinator's case, the updated ini file in the download section blacklists all the offending perks, solving the issue.
ipsBlockquote: I was just thinking if I got an enchanter to level 100, would it be possible to have that enchanter grant two enchantments on weapons & armour?
Yes. Although, if you are using Requiem or Perma, the mod will disable dual enchantments by default. This is because these mods reduce the effectiveness of enchantments when dual enchantments are applied. For the convenience of players using these overhauls, dual enchantments can be toggled on and off in the MCM.
Players using perk overhaul mods that behave similarly may define dual enchantment perks in the mod's ini file to activate them at will with the MCM option, too.
JKM17: Is there a way to add Summermyst's enchantments to this mod so that NPCs can enchant my weapons with those enchantments?
You can disenchant an item with the desired enchantment, and all enchanters will have that enchantment from then on. Alternatively, a patch can be made by adding the desired enchantments into the formlist the mod uses for that purpose.
Slonez1: Would there be a way to have Smiths learn or have in their inventory some of the Mod crafting books? Thinking about the books you either need to read or keep in your inventory to craft some of the modded armor and weapons.
Just keep whatever book/recipe you want, in your inventory -before requesting services- and it will show up in the menu. You can provide your own materials the same way.
VeeCeeks: Curious, is there a way to see all the smithing levels of all the blacksmiths? Or a way to see it when you talk to them?
The craftsmen' skill shows up in the UI while you're ordering items. Also, you can find a list of all blacksmiths and their skill here: NPC Skill Rebalance Table
RoyErlich: "script version mismatch. either skyui is not installed or at least one of the mod's scripts is outdated..." ok so that's the message I do have skyui so I guess the problem is in the script but I don't know what to look for.
The mod has a naive "checksum" system that detects when one or more loaded scripts are not of the same release.This can happen when one of the necessary scripts isn't present, as in the case of SkyUI not being installed, or because an older -or newer- version of a script is loaded. Usually, this is because you have outdated translations or patches installed. Remove those and things should work fine.
HavenofDarkness: Is there a way to get Eorlund Greymane to craft above flawless for leather armor? Honestly if that's the highest he can go I may as well do it myself.
Certain mods, like Requiem, restrict the tempering values so that not all weapons/materials can be improved up to legendary. Make sure you're not using of those.
nanashi50: I asked Eorlund Gray-Mane to craft me something and he rejected me.
Toggle the "Restrict Craftsmen" MCM option if you want neither to obtain his favor nor join the companions first.
Avastgard: Are there any plans to extend this functionality to alchemy? It's a shame it doesn't support it already.
ColossusX13: Any chance you will add alchemy to a future version? Something like this mod But with your modding touch that I've grown to know and love.
While I would like to support alchemy, and at one point actively tried to do it, the current limitations of the game forbid it; at least in the way I would like to do it. The main issue here is with ingredient discovery and even though there are ways to work around it, I am not happy with any of them. So I concluded a SKSE solution needs to be developed to properly implement alchemy. I might be able to do this in the future, since I already use SKSE to handle the other services.
That said, alchemy isn't like the other disciplines. Barring a specific mod-added potion that can only be obtained by brewing it, you can obtain the same benefits of having alchemists brew potions for you by using mods that increase the variety and amount of potions alchemists offer. I have found two mods which do just that: Exhibit A and Exhibit B
Kazzerk: Can I know the price before the order? Or only when I go to take my order? Thanks
Ranzan27: Is there anyway to see how much the order will cost before making it? Its very hard to judge what I can and cannot afford. Plus why not be able to pay up front also? That way the courier can deliver the order to us.
I've given this some thought and determined that the most unobtrusive way to do this is by embedding the order cost into the UI. When I'll be able to do this I can't tell. But for now, you can adjust the price of the order through the MCM and it will be dynamically updated in the purchase menu. Or instead you can tell the NPC you'd like to cancel the order, if that's your preference.
Everyone and their mother: Prices are ridiculous, what gives?
Probably the most often asked question I get. I'll try to justify my default values, and why I think they are mostly fair.
Spoiler:
Show
Firstly, you must understand that craftsmen are not merchants. They might have some stock for sale which may or may not be of their doing, but their primary trade is fulfilling orders for clients and they can set whichever price seems reasonable to them. They're providing a service and charge you for their time and effort, not necessarily the product they make or modify.
Secondly, prices *will differ* between craftsmen, widely. With the most skilled smiths charging close to 50% more for the same work. This is by design. I wanted to keep all craftsmen relevant throughout the game, as opposed to going to Eorlund Graymane and have him craft everything you'll ever need. No, if you go to the most skilled blacksmith in all Skyrim and ask him to craft you 100 nails expecting him to charge you cost value, you are in for a surprise. He will charge you a hefty premium and rightly so. You should go to him to get stuff that no other blacksmith can make. If you want iron arrows at cost, go scour Skyrim for the sketchiest backwater alley blacksmith you can find and have him do the job. This isn't only immersive but it helps keep the game fresh and encourages exploration.
As a rule of thumb, if you want to save money always go the lowest skilled craftsman that can work with the material you require. With novice smiths (less than 25 in smithing) you can end up paying less than cost value for your items -although the range of things they can actually make is rather limited. As for enchanting, the cost difference between low and high skilled enchanters will by much higher. Try to find a balance between power and cost and ask yourself if you really need that extra +10 fire damage. If you want the absolute best, expect your coin purse to take a hit... On the up side, bringing your own materials avoids incurring lots of extra cost since a single grand soulgem can cost up to 1500 gold.
Of course, if you are not happy with the default values, feel free to change the cost sliders and experiment. Make a backup save, set the time sliders to 0 to receive your items instantly and go nuts enchanting different items at different skill levels until you're happy with the results.
LadyBonner: Where can I get me a piece of that hunk in the pictures?
Good mod, but it’s a shame that blacksmiths can’t smelt ores. Would like for this to be a thing so there would be no need to invest in smithing just to melt ores or cheat the ingots in.
Hopefully someone can help me with this. It used to be that when I used this mod and had an NPC enchant or hone an item, they would have impressive skill levels to do better than say, hone a sword to "fine". All blacksmiths now hone my weapons to the "fine" level and no further. I checked their skill levels in the console and they're what you would expect given what I said. I checked xEdit to view the NPC skills and noticed that no mod is overriding the vanilla skill levels set for the NPC. Is there any way to fix this?
871 comments
Series 1.2+ constitute a big departure from the manner in which the internal mechanisms of the mod operated in previous versions. A new SKSE plugin was implemented to handle previously hacky, sluggish tasks in a fast, efficient manner and accomplish things that were simply not possible before. After 3 iterations, the result is a completely seamless experience that feels as intuitive and native as if it were part of the original game, almost.
Firstly, removing all inventory items when tempering/enchanting is not necessary anymore, nor there's need to give the equipment to craftsmen before requesting services; all items in inventory will be available for modification at once. Hotkeys and favorites will no longer be unbound/lost after requesting tempering services. The mod will be able to correctly detect the modification (tempering/enchanting) of all items -including those without slot masks- and exactly detect the correct engine-assigned cost of all items as shown on the UI. Extraneous items or tokens used as a means of control by other mods will no longer appear as part of an order. Performance has improved to the point where the processing time after requesting services is almost imperceptible and the need for compatibility patches for perk overhaul mods has been eliminated (or at least shifted from inclusion to exclusion) since the mod is able to detect all perks dynamically at runtime instead of relying on static records. Details on these and all other changes can be found by reading the changelog records in the logs tab.
Upgrade Instructions:
If upgrading from the old 1.10 series, the process is a bit more involved. Please, keep reading.
Version 1.2 breaks the norm as far as in it can't be dropped over the previous version and be done. Some of the changes require the mod to be restarted by the game. To upgrade from previous releases to the 1.2+ series mid-game, use the following steps:
Addons that may be of interest to you:
Additional Materials: Changes the mod's formlists to greatly increase the variety of materials craftsmen can provide for you. (SSE only)
Updated Ordinator Ini: Config file blacklisting a few extra Ordinator perks to avoid the annoying dialog prompt when requesting services. The ini file is version independent so it can be used in LE, SSE, AE, etc.
-------------------------------------
Something ends, something begins.
But that is enough of my ramblings. I must leave you now and I do so with the earnest hope that y'all find purpose, clarity, discernment and if you're lucky, love. For life is so much sweeter when you have the right person to share it with. No matter who or where you are, do whatever it is that makes you happy. In the end, that is all that matters.
Players using perk overhaul mods that behave similarly may define dual enchantment perks in the mod's ini file to activate them at will with the MCM option, too.
Alternatively, a patch can be made by adding the desired enchantments into the formlist the mod uses for that purpose.
That said, alchemy isn't like the other disciplines. Barring a specific mod-added potion that can only be obtained by brewing it, you can obtain the same benefits of having alchemists brew potions for you by using mods that increase the variety and amount of potions alchemists offer. I have found two mods which do just that: Exhibit A and Exhibit B
Secondly, prices *will differ* between craftsmen, widely. With the most skilled smiths charging close to 50% more for the same work. This is by design. I wanted to keep all craftsmen relevant throughout the game, as opposed to going to Eorlund Graymane and have him craft everything you'll ever need. No, if you go to the most skilled blacksmith in all Skyrim and ask him to craft you 100 nails expecting him to charge you cost value, you are in for a surprise. He will charge you a hefty premium and rightly so. You should go to him to get stuff that no other blacksmith can make. If you want iron arrows at cost, go scour Skyrim for the sketchiest backwater alley blacksmith you can find and have him do the job. This isn't only immersive but it helps keep the game fresh and encourages exploration.
As a rule of thumb, if you want to save money always go the lowest skilled craftsman that can work with the material you require. With novice smiths (less than 25 in smithing) you can end up paying less than cost value for your items -although the range of things they can actually make is rather limited. As for enchanting, the cost difference between low and high skilled enchanters will by much higher. Try to find a balance between power and cost and ask yourself if you really need that extra +10 fire damage.
If you want the absolute best, expect your coin purse to take a hit... On the up side, bringing your own materials avoids incurring lots of extra cost since a single grand soulgem can cost up to 1500 gold.
Of course, if you are not happy with the default values, feel free to change the cost sliders and experiment. Make a backup save, set the time sliders to 0 to receive your items instantly and go nuts enchanting different items at different skill levels until you're happy with the results.
it always baffled me that I couldn't order a craftsman like in Morrowind !!
But does it work with current AE version ? (1.6.1170 in my case)
I'm using default settings.
They also do not order any items on their own?
Could really use some guidance ^^