Did you read the readme or description by any chance? This doesn't add anything to NPCs at all, it only adds tempering options for weapons and armor that couldn't be tempered in that base game, along with a few bug fixes regarding armor recipes.
Because Enderal isn't Skyrim and has it's own balance designed by it's authors. This might potentially break that balance by giving you another (or even easier) way to become very strong.
In response to post #42532645. #42545220 is also a reply to the same post.
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aria7 wrote: Does this mod give tempered armor to NPCs also? If not, it is a cheat mod.
JChinn94 wrote: Did you read the readme or description by any chance? This doesn't add anything to NPCs at all, it only adds tempering options for weapons and armor that couldn't be tempered in that base game, along with a few bug fixes regarding armor recipes.
How is it cheating? In skyrim NPCs didnt have tempered items at all.
Does it make you op though vs npcs?
With difficulty mods, nope. Also please dont start a new chain. Reply from the old post instead.
In response to post #42532645. #42545220 is also a reply to the same post.
Spoiler:
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aria7 wrote: Does this mod give tempered armor to NPCs also? If not, it is a cheat mod.
JChinn94 wrote: Did you read the readme or description by any chance? This doesn't add anything to NPCs at all, it only adds tempering options for weapons and armor that couldn't be tempered in that base game, along with a few bug fixes regarding armor recipes.
How is it cheating? In skyrim NPCs didnt have tempered items at all.
I was looking at your mod to see what compatibilty problems there might be with my handicraft expanded mod. I noticed that you have three (or more ?) recipes for pre-enchanted items, despite what your mod's description says. An oversight or intentional ?
1) The 'Oakflesh' shield has a Fortify Health enchantment. 2) The 'The Spell Breaker' shield has the Spellbreaker enchantment. 3) The higher level version of the 'Light Bringer' sword has a Turn Undead enchantment.
Yeah it's more of an oversight on my part since it looks like it was a leftover from some playtesting stuff. I'll be sure to remove that in a future update.
FYI ... I am planning to pull the recipe fixes from my mod that are already covered by your mod. I will recommend your mod to my users. That way they not only get your fixes, but your additional recipes for non-enchanted items as well. I hadn't planned to add any recipes for creating / improving non-enchanted items to my mod, so this works out very well. Once the new versions of our mods are released, they will complement each other quite nicely.
I uploaded an image showing a problem with trying to temper the Nehrimese Battlemage Robes. Tempering only increases the value. Armor rating stays at 0 (zero). The ARMO record might say it has 22 rating, but since it is designated as 'Clothing' instead of 'Light Armor' or 'Heavy Armor' it has no effect. The Enderal mod's armors and weapons have a fair number of little inconsistencies. : )
BTW, I like the idea of using Mana Salt. My character already had 11 of those in her inventory. Was able to find two or three vendors with some for sale. So, somewhat uncommon. But, not too expensive, and yet not cheap.
Right...I should've realized that part about clothing not giving armor protection. I've noticed that in a few other pieces of clothing that give armor values as well. Now I'm not sure if I should leave it as it is, or to change them so that they actually provide armor xD
Hard to second guess the SureAI team's intentions in cases like that. My own feeling is that the designation as Clothing is correct and that the armor rating in the ARMO record is a mistake.
If you do decide to change the ARMO record, to be consistent, the properties of the matching battlemage hood should be similar. And please let me know if the ARMO record for the hood is changed ... I would need to either update my 'Enderal - Circlet Enabled Headwear' mod or provide an additional alternate version.
[Edit] FYI - I just released version 2.2 of my handicraft expanded mod. Our mods should now be very compatible.
The alternate file still has the perk checks, in fact after a quick look in xEDIT it looks like the two files are the same. Just to make sure I re-downloaded both files and checked them.
Ah, I think I see what the issue here is. The alternate file should have the Alt at the end, but it looks like I accidentally put in the original, so they're the same thing, like you mentioned. Thanks for letting me know!
Thanks for the heads up! I opened up your file on TES5EDIT as well, but I suppose I didn't think of comparing yours to mine for any potential conflicts. Whoops!
On that note I noticed that you added some keywords to the items you changed. Do you think you can help explain what the purpose of adding keywords would be in that case? I've done some reading on them but I'm not sure if I understand them too much there.
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Edit:
Took a look in TES5Edit and i guess it allows u to temper the missing recipes u added even if they are echanted (remove arcane blacksmith perk)
With difficulty mods, nope. Also please dont start a new chain. Reply from the old post instead.
Nevermind also that might depend on settings.
Does it make you op though vs npcs?
I noticed that you have three (or more ?) recipes for pre-enchanted items, despite what your mod's description says.
An oversight or intentional ?
1) The 'Oakflesh' shield has a Fortify Health enchantment.
2) The 'The Spell Breaker' shield has the Spellbreaker enchantment.
3) The higher level version of the 'Light Bringer' sword has a Turn Undead enchantment.
I currently have recipes for #1 and #2 in my mod.
BTW, welcome to modding.
Thanks!
FYI ...
I am planning to pull the recipe fixes from my mod that are already covered by your mod. I will recommend your mod to my users. That way they not only get your fixes, but your additional recipes for non-enchanted items as well. I hadn't planned to add any recipes for creating / improving non-enchanted items to my mod, so this works out very well. Once the new versions of our mods are released, they will complement each other quite nicely.
BTW, I like the idea of using Mana Salt. My character already had 11 of those in her inventory. Was able to find two or three vendors with some for sale. So, somewhat uncommon. But, not too expensive, and yet not cheap.
If you do decide to change the ARMO record, to be consistent, the properties of the matching battlemage hood should be similar. And please let me know if the ARMO record for the hood is changed ... I would need to either update my 'Enderal - Circlet Enabled Headwear' mod or provide an additional alternate version.
[Edit] FYI - I just released version 2.2 of my handicraft expanded mod. Our mods should now be very compatible.
edit: never mind a new mod was added to the nexus. http://www.nexusmods.com/skyrim/mods/78625/?
Good work!
Just one thing: A few of your recipes "deactivate" my recipes for crafting enchanted items. I've attached a screenshot:
If you just remove the condition checks like here
everything should be fine.
Regards,
Ratrace
On that note I noticed that you added some keywords to the items you changed. Do you think you can help explain what the purpose of adding keywords would be in that case? I've done some reading on them but I'm not sure if I understand them too much there.
What about adding the Rune Greatsword? :) Right now it's not possible to sharpen it.
Many thanks!
firm leather shoes
reinforced leather shield
brittle longbow
Anyway, great job: Endorsed!