Skyrim

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RJinthematrix

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mrjentipede

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About this mod

fixes, changes and improvements (as I see fit) for the smithing and armor system

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Permissions and credits
Changelogs
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*I'm aware this mod is not for everyone; I made it according to my style and have no reason not to share it.  Also, please not that the prices on my screenshots are significantly higher than you will see due to the game settings changes I have made in a separate mod.
Works great with Loot & Degradation - highly recommended
Likely incompatible with Honed Metal & Complete Crafting Remade (testing required)


Requires all DLC and USKP - v2.0 and above will require USLEEP instead
Heavy Armor and Craftable Horse barding patches are included.
Ars Metallica patch still in the works.

Light version
Armor and weapons not normally included in the vanilla game now craftable (Blades, Dark Brotherhood, Dawnguard, Falmer, Forsworn, Redguard, Skaal, Stormcloak, Thieves Guild, Vampire, Wolf, Wooden bows ex Long, Hunting)
Plans/instructions are now required to craft weapons and armor, along with the appropriate skill
Plans can also be written with a quill, inkwell and paper if you have the items relevant to the plans (ex. turn an iron sword, iron mace and iron war axe into Plans: Iron weapons) but not for specialy items (ex. Dragon, Stahlrim, Akavirii)
You must have a smithing hammer and tongs in order to forge items
Cleans up your cluttered smithing menu by only showing what you can make
You can get these plans from vendors or throughout the world (ex. a vampire disguised as Dawnguard member may have plans to make DG equipment)
Wooden bows are now made with hardwood and linen cord.  Hardwood is sold, linen cord is sold or can be crafted from linen wraps
Daedric weapons and armor can no longer be crafted.  If you have heavy armory, the patch included allows you to change vanilla daedric weapons to the new ones
For Daedric items, you must use the Atronach forge.  The forge requires a sigil stone, you can either get one through the master conjurer's quest or several are dispersed throughout Tamriel's daedric encounters.
To temper armor, you must have a smithing hammer (unless it is made of fur or leather)
Upgrade recipes to change Steel Cuirass to Steel Cuirass with Pauldrons, Iron Armor to Iron Banded and Scaled to Scaled Horn Armor
Upgrade to change steel weapons into skyforge steel if you have reached the stage in the Companions
Meltdown recipes for various clutter and Draugr weapons
*Next version will have some Enchanted weapons that an Arcane blacksmith can forge

Also included in Full version
Smithing perks have been changed to better suit a growing blacksmith.
Armor is now rebalanced so that the cap can be reached at 350 armor rating, which would be 90% resistance.  Tempering weapons and armor is now much less effective - this puts NPC's and the player at a more even level.  Accordingly, NPC health bonuses and magic costs have been adjusted
Armor worn weighs slightly less
Well-fitted and Custom fit will reduce incoming magic damage if you have a full armor set
Blacksmiths no longer sell bows & arrows
Dragon and daedric weapons will not be found in the world except some warlocks and the dremora will have Daedric.
Minor things like requiring silver for Rueful Axe or Mask of Clavicus Vile, or iron for Ancient Nord equipment
All weapon damage output has been increased to counter higher armor effectiveness
Reduced mace/warhammer perks to ignore 10/20/30% of armor because that made them far superior to other weapons

Coming in 2.0 - Greater disparity between heavy and light armors, silver arrows and bolts, better balance for damage to undead between silver and non-silver weapons, extra damage to skeletons and draugr from mace/warhammer, skeletons receive almost no damage from daggers, arrows and bolts unless they are silver, vigilants of stendarr will be getting a big boost in damage and survivability, more armors and weapons that were not available to player in vanilla (including replicas of daedric artifacts by comparing the original), blocking with shield can block arrows/bolts and magic even without perks, maces/warhammers penetrate some heavy armor, stendarr's amulet increases damage to and reduces damage from daedra, other fixes from my mods including decapitations enabled from start, disarming swing, quest fixes, trap damage dragon attributes and equipment flexibility projects

*I was working on Reinforced recipes where you take a current item and 'improve' it to a higher tier so it retains the basic appearance but looks improved and has better stats, ex. proof of concept for glass-reinforced Leather.  This is NOT currently included.

Simple instructions:
Ex: To make an Iron sword, you need an Plans: Iron weapons and enough skill to work with that metal (Smithing 5 or greater).
To get this you  must either buy it or make it.  To create one, you need a quill, a roll of paper, an inkwell (all 3 sold by vendors) an [Iron] dagger, and [Iron] mace and an Iron sword
To then make the weapon in question, you need the materials in addition to the proper skill, blacksmith tongs and a hammer.
The hammer is also required for tempering armor.
*Replace [Iron] with whatever material you intend on making.

I recommend you use a mod that reduces smithing to 1 or 0 on a new character for the full experience, such as Choose Your Own Adventure.



Smithing skill req. list:
iron/fur/hide 05
steel/leather/TG/V/DG/DB/RG/fors/CW/ironband/skaal 20
dwarven/elven/falmer/ancnord/bonemold 35
orcish/scaled/chitin/wolf/falmheavy/plate/nordic 50
ebony/glass/stahlrim 65
dragon 80

From Balanced Smithing and Armor values (in full version)
Vanilla: Max armor skill -> 40% boost to armor
Max weapon skill -> 50% boost to weapon damage
Bandit with fur armor -> 5% damage resist
Bandit with iron armor and shield -> 9.6% damage resist
Ebony warrior -> 35% damage resist
Max armor rating -> 667 (80%)
To reach max armor: potion/enchanting exploits


With ModMax armor skill -> 15% boost to armor
Max weapon skill -> 100% boost to weapon dmg
Bandit with fur armor -> 11% damage resist
Bandit with iron armor and shield -> 20% damage resist
Ebony warrior -> 66% damage resist
Max armor rating -> 350 (90%)
To reach max armor : Daedric armor with shield with 100 heavy armor, juggernaut, well-fitted and matching set