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steve25469

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steve25469

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12 comments

  1. magodelaoscuridad
    magodelaoscuridad
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    In my opinion you must exclude iron dagger(not include steel daggers) from taning rack if now have hunter knives for inmersion
  2. Brizznarth
    Brizznarth
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    First off would like to say I'm really enjoying this mod. Making it compatible with Hunterborn is amazing. I would like to ask one thing though........
     
    Is it possible to add the blacksmith hammer to be added under the "Craft Item" section in Hunterborn?
     
    I read in the description that the Hammer is now a craftable item under the iron section at the forge. But I cannot access the forge without a hammer to start with. Bit of an issue
     
    Perhaps a stone hammer under the crafting? Dense stone + Hide lace + Firewood? 
     
    Or is there a way to make it a requirement for crafting everything except a few items? (Hammers, bows and the like)
  3. Krazyman999
    Krazyman999
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    You want to go for full immersion, then give tools some use.

    Hammer, tongs, and some vanilla stuff to make certain items.

    Making different stuff would require different tools, better tools would make better stuff.

    Basic tools would slightly improve basic items, such as swords and armours.
    Jewellers tools would come in various types, from low end to high end tools. that would make jewellery and lockpicks better, with perks maybe, as well as making them more valuable when its comes to selling them.
    You'd need tougher tools to improve tougher items.

    Malachite and Glass items would need specialist tools made of high grade metals, to improve the items.

    Tools could come it all types, Dwemer metal tools would be tougher.
    Iron tools would be weak, prone to break and unable to improve certain items.
    Steel tools would be tough, but not as tough as Dwemer tools.
    Moonstone tools would be needed to make high end armour better.

    You'd get better armour and weapons with better tools, with better stats.

    Moonstone tools on regular armour would give the item a + sign and allow a larger bar when enchanted. Such as Iron Shield +, Iron Dagger +

    There are some unused tools in the Vanilla game, but probably not enough.

    Plus using tools should be optional, as not everyone can be bothered. They could be optional, but give better weapons and armour, or make more valuable items.

    The hammer alone could be renamed and various perks added to it.

    Odanviers hammer... gives + 5 to smithing.
    Tongs... give + 5 to smithing.

    Named tools, made with various metals would make better weapons and give you perks.

    You'd need to forge certain tools, and maybe enchant them to make them. The recipe's for the tools being easy to nigh on impossible to make. Dependent on the recipe, the tools having a set amount of uses to prevent overuse of them.

    Playing Skyrim with too overpowered weapons is not fun... I know, as I won't use certain weapons as I become almost invulnerable. So balancing would be key, you'd need to really earn the special tools, using a number of extremely rare items.

    Maybe spreading the item making amongst the cooking pot, the rack and the forge...

    A hammer would improve armour upgrading on the workbench
    Oil improving sword sharpening on the grindstone, but only certain oils cooked in the cooking pot.
    Smelters making new and tougher metals, by mixing metals together. Such as 5 steel + 3 Moonstone + 1 Dwemer metal to make something like Lutherite, a strong metal.
    1. steve25469
      steve25469
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      Definitely an interesting idea, Although this is just a small patch or an existing mod. What you're suggesting would be a heavily scripted, MASSIVE Crafting overhaul centered around tools. That would be something to put in the hands of the original model author. Although some of the simpler things you suggested could be interesting additions to this mod/patch. Such as adding tools of different quality and material that provide small skill increases or possibly custom perks that enhance crafting abilities. Definitely give me some ideas to play around with, thank you!
    2. deamon2000
      deamon2000
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      Most of the work is done Just add requirements check on inventory and remove from inventory on use "Hammer, tongs" (maybe set two states from the forge no fire empty (i can make the meshes for you) and on with added fire.
      Using this mod you can make the items degrade and break and stop state for crafting( http://www.nexusmods.com/skyrim/mods/28727/? )
      ( http://www.nexusmods.com/skyrim/mods/55677/? ).
      You should also add them to shops listing and add one next to the river wood forge setting player as owner with right side choosing at start. Useing an MCM populate is relatively easy to make different level lists.
    3. deamon2000
      deamon2000
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      1.)Side thought the burnt wood should use the already existing Frost fall timer for "Wood fire pits" use if you make a realistic mode.
      2.)Cooking at forge: I'm sure that THAT PLACE THAT SHALL NOT BE NAMED could make a simple holding a pot in hand cooking animation and then set two start states for the forge a popup "Do you want to forge or cook" (and use hunterborn's primitive cooking mode to cook with and added animation) or even a simple Kabob animation of holding the stick and generic meat on it or poker over the forge would do .
      3.)the pick up whole animal should have it's use this is a large fickle idea.
      A.) When carrying the idea it is possible to bring it to a spot that should have proper look a skinning spot for gutting and such here the mesh would change on the fade to black i think i could make a simple mesh of the animals with no legs heads or skin (maybe the collision would be generic unless the latest 3ds exporter allows proper collision's now)
      B.) Using said mod would almost always yield perfect pelts and all ingredients perhaps Harvest overhaul creatures would come into play
      say harvesting blood for vampire players would yield half normal returns and making a bottle throwable with blood would distract NPC vampires. Blood arrows (arrows soaked in blood could be shot to cause vampires in radius to go to bottle spot or arrow spot within radius)
      C.) Hunterborn werewolf should yield only ruined pelts using claws.
  4. deamon2000
    deamon2000
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    Any chance and i know this is asking a lot but,Any chance of getting you to make the Amazing followers tweak mod to the NPC request set up camp to use frost fall resources in the said NPC inventory. I've always hated the fact that you can get a free camp and it's not Frostfall compatible.
  5. Schmobius
    Schmobius
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    Not sure why, but every time I try to download this, I get a .rar file of 0 bytes. I know it should be small, but not zero bytes. Needless to say, I can't open the file as a valid .rar archive, and NMM won't add it. (Other mods are downloading fine.)

    Is this just infrastructure weirdness, or does this need to be re-uploaded?
    1. steve25469
      steve25469
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      It's a current issue with the nexus I've been trying to download several updates for other mods and getting the same problem. They've been working on things though, so hopefully it will be fixed soon.
    2. Schmobius
      Schmobius
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      • 1 kudos
      Yeah, I just left to get something to eat, and when I came back, it worked. Quite annoying though.
    3. yzerman19
      yzerman19
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      • 29 kudos
      I have had the same problems with 3dNPC...does it ever bug me! Please, Nexus...get with it!
  6. sagittarius22
    sagittarius22
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    Thanks for your work to make Hunterborn and my mod compatible.