Everyone, UNISL's new banknote mod, Exchange Currency, has just been released!
It has special compatibility with Immersive Jewelry so that all bullion and bars can be exchanged for lightweight notes. Also, the banknotes for the EEC and the merchants' guild contain the logo of the "Goldsmith's guild" from this mod. Go check it out!
[size="8"]VERSION 1.04 UPDATE NOTES and DISCUSSION. [/size]
I've uploaded a new update to 1.04 for Immersive Jewelry. Thanks to Clevon, who output an excel file with all jewelry slots, I was able to track down every single mislabeled jewelry slot and bug, and thanks just to his scrutiny in examining the geomantic enchanting perk I was able to find 6 mislabeled entries affecting enchanting effects. All of these have been taken care of, and you can see it's quite a long list in the change log. However, these should be the final slot placement bugs.
The new feature comes from more scripting of CDCooley, who wrote an addendum to the SkyUI config file which allowed me to make all the non-traditional slot jewelry that Immersive Jewelry adds, including all of its left hand rings, its bracelets, its torcs, its crowns, chokers, etc, all be recognized and assigned proper icons and category labels by the SkyUI interface. This also means that I was able to show a visual differentiation between the three types of necklace that IJ adds, the amulets on slot 35, the high necklaces on slot 45, and the chokers on slot 51, so you'll know if you are wearing the full complement of three. No more generic shield icons for the new jewelry!
This is the last update before I try to convert all the meshes to be compatible with SSE. I wanted everything up to date in the .esp before I switch to the new Creation Kit because it won't be backwards compatible. I also wanted to include the SkyUI functionality over here because it'll be a long time before SkyUI is available on SSE.
[size="8"]MAJOR FEATURES AT FIRST RELEASE[/size]
Immersive Jewelry is complete, which is not to say that development will stop, but that every feature planned for the mod when it was first conceived has been implemented, and it has been purged of bugs and brought to a playable state that will allow it to fit into the greater Nexus community, hopefully as a staple.
First, I made left hand rings for [b]every ring in Immersive Jewelry. That includes enchanted and regular varieties, from every source mod, for a total of about 1700 rings. However, other than being the hideously largest left hand ring mod on the Nexus, thanks to the scripting help of CDCooley, all you need to do to swap a ring from right to left (like, if you find a new one) is right click on it while it's equipped. If you have a custom enchanted ring that you made, even if it has a custom name, you can still swap it from right to left and back again and keep its name and enchantment.
Most ordinary rings are swappable between the left and right forefinger. Named rings, quest rings, and reward rings are swappable from the right forefinger to the left ring finger. Then, there's the Ring of Matrimony, which if you get married will occupy your right ring finger. All told, this means it's possible to wear 4 rings at one time. I think this makes "unlimited rings" mods rather obsolete because 4 rings is just about the limit without becoming unbalanced, and you can actually see them on your character. (The left forefinger uses slot 44, the left ring finger uses slot 60, and the Ring of Matrimony uses slot 50 on the right ring finger.)
With that said, the mod now also has 200 bracelets which can be found, and yes, they can be swapped from right to left as well.
This version of the mod has also completely overhauled jewelry slots. I have completely freed up slot 55, which will no longer conflict with Bandoliers. All Favoredsoul Earrings, which used slot 55, now use slot 43 like normal earrings, and won't clip with them. Newmiller choker necklaces have been moved from slot 50 to slot 51, and the Ring of Matrimony now has slot 50 all to itself. Humannature66 creola and clasp earrings were moved from slot 44 and 45 to 43, the normal earring slot, or 61 if they are worn at the top of the ear. Finally, all Severus necklaces that used slot 55 were moved to slot 45, the same slots torcs use, so that they no longer clip.
If you've read below, you'll also see that I composed a poem in ballad verse on the theme of Jephre's vital substances being the origin of the precious gems, and just how they are useful in enchanting. It's got a lovely green cover, and every stanza rhymes ABAB, but yet still manages to describe the perk coding I made last year in every detail. I'm really proud of it! Now, using both the Five Humours of Y'ffre and the Archidoxes of Talismata, any enchanter character should be fully equipped with the knowhow to properly enchant any piece of jewelry to the fullest potential.
Speaking of the Archidoxes, I also added some astrological graphics to the text. I think it looks sharper and more immersive!
For those who haven't yet found those books, I've also implemented enchantment recipes into alchemy shops that can be bought just like alchemy recipes. These folded notes usually have a snippet of the Havamal from the Poetic Edda, which is about the runes, with Shor substituted for Odin. The main bits of information from these will be what material and gem types combine best for each named enchantment.
I multiplied Testiger2's unique necklaces from the latest Dovahbling into a "warlock" necklace leveled list, and put them for sale with Enthir in the College. It would make sense that the college would be one reliable place where you could get gem and metal combination jewelry really easily, for the business of enchanting work.
Version 1.00 also has doubled up textures on some of the gemstone rings that were looking see-through at certain angles, so now they look much crisper in the inventory menu.
Whole classes of constructible objects for the forge were missing the proper workbench keyword, for example, the Aeterna rings, which were missing the forge keyword, so they weren't appearing there. Now they should be.
Potema was fixed, so she'll properly drop her unique jewelries.
The ground objects for the vampire jewelry were included this time, so they'll be visible in the inventory menu.
The forsworn weapons this mod adds were given crafting recipes and tempering recipes, and also are compatible with the "learn to craft" feature of CCOR for forsworn.
There's compatibility patches for a few mods, and I'll make more as the need arises or is pointed out.
P.S. To the Japanese translator of Immersive Jewelry: "Twink version" does not mean "Tweak" version. A twink is a young gay man who is spoiled with favors and generosity by an older gay man. People who are inclined to use this patch have a very similar relationship with their characters, hence the name "Twink patch".
I just want to find a mod that adds a bunch of items to the leveled lists for equipment slots that aren't used in the game... But there is no such mod. There is this one, which adds another 100500 functions that I personally don’t need.
I found a ring from the mod "Rotten Maidens" by mihail. The ring has no texture. Mihail says, that it uses vanilla textures. Is there anything I can do to give it a texture?
I don't think I have any other jewelry mod that adds rings to the game, that said I have noticed some if not all vanilla rings lack textures though the textures seem to only be missing when you look at the items in inventory when you equip them however the textures appear fine, I also have noticed some of the rings from this mod while beautifully visible in inventory when you equip them are invisible, so does that mean I yes or yes need to install SMIM for this mod to work as intended or did I do something wrong when installing perhaps, I let my mod manager do the installing as usual so I'm not sure what could've gone wrong?
PS: Nevermind my comment, I was just being dumb I fixed the issues, though even If I hadn't I was going to keep the mod anyway, who cares about vanilla rings when you have all that other beautiful jewelry at your disposal, this mod Is going to be a permanent resident in my mod list :)
Hello. It is greatest mod for jewelry, but it causing one annoying problem. Vanilla Rings from Forgotten magic mod and other mods became purple with IJ. I didn't have any other mods changed system craft, ccor and etc. Also IJ Last in my load order. I Will be gratefull if you take me advice how to fix it. Reinstalling mod didn't help
I so wish I could bring myself to try this, but I love the dovahbling ten finger system so much and would feel robbed having only the two options. Oh well.
You can actually wear 5 max playing this, but after the first two rings, the other two are bonuses for certain quests, and the fifth is the wedding band.
Also remember that you can wear three necklaces, earrings, and two types of circlets, with this mod, so... On balance it's like ten rings, but less crammed on your hands, and more lore friendly with the different styles you find in different places/eras.
So...after culling through over 130 mods i find this is the one responsible for the weight change BS which has been an annoyance since i craft on the go and thus carry ingots on me for such occasions. Since this mod doesnt show up in the mod menu with options to change this, nor is it viable to download all these jewelry mods one by one since many dont exist anymore or are outdated, and the fact that this mod is great in every other aspect is there any solution to "fix" this issue? A sqript i can change? Another mod that doesnt overwrite this one entirely but changes weight? Anything or am i SOL?
Yeah, but maybe not too bad. I believe only necklaces and earrings would need to be done, circlets maybe to a lesser extent. It would still probably be work on editing some 70 meshes, though.
1. Open Immersive Jewelry.esp in TES5Edit 2. Top left in FormID, search 'f' (Gold Form ID) 3. Right pane, last line, change weight to 0 (or whatever you'd like) 4. Done
4026 comments
It has special compatibility with Immersive Jewelry so that all bullion and bars can be exchanged for lightweight notes. Also, the banknotes for the EEC and the merchants' guild contain the logo of the "Goldsmith's guild" from this mod. Go check it out!
Don't forget the patch for Immersive Jewelry.
I've uploaded a new update to 1.04 for Immersive Jewelry. Thanks to Clevon, who output an excel file with all jewelry slots, I was able to track down every single mislabeled jewelry slot and bug, and thanks just to his scrutiny in examining the geomantic enchanting perk I was able to find 6 mislabeled entries affecting enchanting effects. All of these have been taken care of, and you can see it's quite a long list in the change log. However, these should be the final slot placement bugs.
The new feature comes from more scripting of CDCooley, who wrote an addendum to the SkyUI config file which allowed me to make all the non-traditional slot jewelry that Immersive Jewelry adds, including all of its left hand rings, its bracelets, its torcs, its crowns, chokers, etc, all be recognized and assigned proper icons and category labels by the SkyUI interface. This also means that I was able to show a visual differentiation between the three types of necklace that IJ adds, the amulets on slot 35, the high necklaces on slot 45, and the chokers on slot 51, so you'll know if you are wearing the full complement of three. No more generic shield icons for the new jewelry!
This is the last update before I try to convert all the meshes to be compatible with SSE. I wanted everything up to date in the .esp before I switch to the new Creation Kit because it won't be backwards compatible. I also wanted to include the SkyUI functionality over here because it'll be a long time before SkyUI is available on SSE.
[size="8"]MAJOR FEATURES AT FIRST RELEASE[/size]
Immersive Jewelry is complete, which is not to say that development will stop, but that every feature planned for the mod when it was first conceived has been implemented, and it has been purged of bugs and brought to a playable state that will allow it to fit into the greater Nexus community, hopefully as a staple.
First, I made left hand rings for [b]every ring in Immersive Jewelry. That includes enchanted and regular varieties, from every source mod, for a total of about 1700 rings. However, other than being the hideously largest left hand ring mod on the Nexus, thanks to the scripting help of CDCooley, all you need to do to swap a ring from right to left (like, if you find a new one) is right click on it while it's equipped. If you have a custom enchanted ring that you made, even if it has a custom name, you can still swap it from right to left and back again and keep its name and enchantment.
Most ordinary rings are swappable between the left and right forefinger. Named rings, quest rings, and reward rings are swappable from the right forefinger to the left ring finger. Then, there's the Ring of Matrimony, which if you get married will occupy your right ring finger. All told, this means it's possible to wear 4 rings at one time. I think this makes "unlimited rings" mods rather obsolete because 4 rings is just about the limit without becoming unbalanced, and you can actually see them on your character. (The left forefinger uses slot 44, the left ring finger uses slot 60, and the Ring of Matrimony uses slot 50 on the right ring finger.)
With that said, the mod now also has 200 bracelets which can be found, and yes, they can be swapped from right to left as well.
This version of the mod has also completely overhauled jewelry slots. I have completely freed up slot 55, which will no longer conflict with Bandoliers. All Favoredsoul Earrings, which used slot 55, now use slot 43 like normal earrings, and won't clip with them. Newmiller choker necklaces have been moved from slot 50 to slot 51, and the Ring of Matrimony now has slot 50 all to itself. Humannature66 creola and clasp earrings were moved from slot 44 and 45 to 43, the normal earring slot, or 61 if they are worn at the top of the ear. Finally, all Severus necklaces that used slot 55 were moved to slot 45, the same slots torcs use, so that they no longer clip.
If you've read below, you'll also see that I composed a poem in ballad verse on the theme of Jephre's vital substances being the origin of the precious gems, and just how they are useful in enchanting. It's got a lovely green cover, and every stanza rhymes ABAB, but yet still manages to describe the perk coding I made last year in every detail. I'm really proud of it! Now, using both the Five Humours of Y'ffre and the Archidoxes of Talismata, any enchanter character should be fully equipped with the knowhow to properly enchant any piece of jewelry to the fullest potential.
Speaking of the Archidoxes, I also added some astrological graphics to the text. I think it looks sharper and more immersive!
For those who haven't yet found those books, I've also implemented enchantment recipes into alchemy shops that can be bought just like alchemy recipes. These folded notes usually have a snippet of the Havamal from the Poetic Edda, which is about the runes, with Shor substituted for Odin. The main bits of information from these will be what material and gem types combine best for each named enchantment.
I multiplied Testiger2's unique necklaces from the latest Dovahbling into a "warlock" necklace leveled list, and put them for sale with Enthir in the College. It would make sense that the college would be one reliable place where you could get gem and metal combination jewelry really easily, for the business of enchanting work.
Version 1.00 also has doubled up textures on some of the gemstone rings that were looking see-through at certain angles, so now they look much crisper in the inventory menu.
Whole classes of constructible objects for the forge were missing the proper workbench keyword, for example, the Aeterna rings, which were missing the forge keyword, so they weren't appearing there. Now they should be.
Potema was fixed, so she'll properly drop her unique jewelries.
The ground objects for the vampire jewelry were included this time, so they'll be visible in the inventory menu.
The forsworn weapons this mod adds were given crafting recipes and tempering recipes, and also are compatible with the "learn to craft" feature of CCOR for forsworn.
There's compatibility patches for a few mods, and I'll make more as the need arises or is pointed out.
P.S. To the Japanese translator of Immersive Jewelry: "Twink version" does not mean "Tweak" version. A twink is a young gay man who is spoiled with favors and generosity by an older gay man. People who are inclined to use this patch have a very similar relationship with their characters, hence the name "Twink patch".
pls make a patch o wise turtle goodlooking :)
But there is no such mod. There is this one, which adds another 100500 functions that I personally don’t need.
PS: Nevermind my comment, I was just being dumb I fixed the issues, though even If I hadn't I was going to keep the mod anyway, who cares about vanilla rings when you have all that other beautiful jewelry at your disposal, this mod Is going to be a permanent resident in my mod list :)
Also remember that you can wear three necklaces, earrings, and two types of circlets, with this mod, so... On balance it's like ten rings, but less crammed on your hands, and more lore friendly with the different styles you find in different places/eras.
Ah, I see. I take it that would be pretty damn time-consuming?
Oh well: as long as I'm wishing, I'll wish for someone with far too much time on their hands to attempt this, lol.
2. Top left in FormID, search 'f' (Gold Form ID)
3. Right pane, last line, change weight to 0 (or whatever you'd like)
4. Done
You can google 'immersive jewelry dumnem reddit' or DM me for a link to it.
It is not guaranteed to work with any version beyond when it was made.
edit: or use this: https://www.nexusmods.com/skyrimspecialedition/mods/33592