As this mod is currently not extensively tested, and the fact that it's Requiem only for now limits potential users, I'm very much looking for any and all reports on how this works / does not work.
Yah I couldn't use Requiem. I looked at it, but it was too difficult sounding. I got scared cause I suck at Skyrim on Adept an Expert. Plus you know you are taking someone else's opinion on what the whole game should be like, instead of just picking this mod or that mod. There's benefits to either method. But, meh, it's sad to hear I can't try this mod until I start using Requiem. There are a bunch of mods that overcome conflicts though. You know like remake the mod in a way that it has nothing to do with anything else. I thought the buy to craft mod here was awesome, though. Even if not many peepols can use it.
In fact, requiem's economy is almost cheating for Alchemy. You start with all recipes and infinite ingredients, and cheap ingredients turns into expensive potions (I even had to nerf them), you can reach 20k gold before lvl 10 easy, even with the trade restriction. But all the other proffesions has no materials, blacksmithers dont sell ingots and so, and enchanting is even harder to lvl up. I am looking for a mod like this, well balanced and applied for Perkus Maximus if posible. At moment Im running with a similar mod that offers temper services at any blacksmither, so as enchantment at any court mage (not alchemy), but they have not well balanced prices (too low), but has some perks (orcish BS has its respective perk).
I was using Requiem too, with many other difficult base mods. But it is too irrational and nonsense in some areas, If I find a Troll, he can follow me and he will kill any other enemy while he is pursuing me. No NPC is able to kill a troll. I was thinking about an edition to Revenge of the Enemies to Requiemize enemies in Perkus Maximus.
This is a great idea. Though I have to admit that this kind of thing has been attempted before with some success.
So what's going on here? In the future will each merchant be able to mix or enchant or smith something for you? Will Arcadia be able to mix you poisons and potions with the right speechcraft level? Will the smiths not just make armor for you, but with a higher speechcraft, does this mean they can also improve the armor up to legendary? Same goes for enchanting with the court wizards.
I love the idea of being able to use speechcraft in such a way that makes it viable to forgo the crafting skills if your speech is high enough to get you the gear you need. I'll be tracking this because it sounds great.
Edit: I spoke too soon. I like what you've got going on here. Looks like a lot of this is already covered in your mod. Though I'm now curious if you're planning on expanding this for immersion sake to have different locations. It seems a bit weird to always go to Honeyside to do this. Are you planning to expand to other holds and towns? Cause that would be brilliant.
It's not existing merchants that offer anything. Technically it works by editing your crafting skills according to your speech skill. But only in a specific place, and when you leave the place you pay for the items you made. So it uses the crafting system instead of conversations or merchants. Think of it as an abstract way to access a network of crafters. You can access it from Honeyside. Creating other locations would not be too hard, but also unnecessary and would cause conflict with mods that change those places.
Edit: Looks like I spoke too soon about other locations "into" the system. I'm sure it's possible by placing down a marker where the player was, but for now I don't know how to do that. An issue will be with conflicting with other mods that change the locations, particularly if these locations are player houses (like now I'm conflicting with Honeyside mods). Overll other locations would be something nice, but other things first, and my developing time is way more limited than I'd like.
If you're worried about immersion, I could add a note that makes this a black market item sourcing network, and about the Black-Briars and the TG
4 comments
I was using Requiem too, with many other difficult base mods. But it is too irrational and nonsense in some areas, If I find a Troll, he can follow me and he will kill any other enemy while he is pursuing me. No NPC is able to kill a troll. I was thinking about an edition to Revenge of the Enemies to Requiemize enemies in Perkus Maximus.
So what's going on here? In the future will each merchant be able to mix or enchant or smith something for you? Will Arcadia be able to mix you poisons and potions with the right speechcraft level? Will the smiths not just make armor for you, but with a higher speechcraft, does this mean they can also improve the armor up to legendary? Same goes for enchanting with the court wizards.
I love the idea of being able to use speechcraft in such a way that makes it viable to forgo the crafting skills if your speech is high enough to get you the gear you need. I'll be tracking this because it sounds great.
Edit: I spoke too soon. I like what you've got going on here. Looks like a lot of this is already covered in your mod. Though I'm now curious if you're planning on expanding this for immersion sake to have different locations. It seems a bit weird to always go to Honeyside to do this. Are you planning to expand to other holds and towns? Cause that would be brilliant.
Edit: Looks like I spoke too soon about other locations "into" the system. I'm sure it's possible by placing down a marker where the player was, but for now I don't know how to do that. An issue will be with conflicting with other mods that change the locations, particularly if these locations are player houses (like now I'm conflicting with Honeyside mods). Overll other locations would be something nice, but other things first, and my developing time is way more limited than I'd like.
If you're worried about immersion, I could add a note that makes this a black market item sourcing network, and about the Black-Briars and the TG