Skyrim

File information

Last updated

Original upload

Created by

BoredAlchemist

Uploaded by

BoredAlchemist

Virus scan

Safe to use

Tags for this mod

4 comments

  1. xzanderain
    xzanderain
    • member
    • 2 kudos
    So I have a suggestion. After reviewing your mod. I have come to the conclusion that my idea may take your mod to the next level. There is currently a small pitfall within your mod that may bend some game balance. For instance, your forge will upgrade petty soul gems to common soul gems and so on and so forth. However once it gets up to grand soul gem quality the soul gem itself may not be worth much more by itself. However, if you take into account added in a soul to it. You can then sell the gem itself for much more than commonly selling them. Thus, breaking gold balance in early game levels. So with that in mind I suggest building in a chance for failure into the forge itself. Petty soul gems get 90% success rate. common gets 80% success rate. greater gets 70% success rate to forge into grand. While this reduces the chances of cheesing the forge. I suggest one more tweak. I think you should create a custom top tier soul gem. Much like azura star. However It should be greater than that of grand quality. But also be forged from grand soul gems. This should have a 60% success rate. While on the other hand. I think black soul gems should have a harsher rule set for chances of success rates. I also feel they too should have a top tier soul gem that is about grand as well. This would improve the reason behind wanting to use the soul forge while removing the incentive of gold farming. Keep in mind game balance for the top tier gems. You probably could use the azura star and black azura star as top tier cloned skinned gems. However, those gems were equal to that of grand tier soul gems. So making a better stats on them for enchanting, or charge on said enchantments would be the way to go about it. I suggest keeping the price of sales for these new gems the same as the grand tier ones for market balance sake.
    1. BoredAlchemist
      BoredAlchemist
      • member
      • 2 kudos
      I see what you're getting at. I made the recipes require 3 because i worked out that 2 gems equalled the value of 1 of the next level. ( i didnt want an exploit possible, thus if you want more charges or money, its better to not use the forge, if you understand).

      I think the success rate (based on enchanting level possible) is a good idea and I'll try to make it work. I'll have to figure out how to make it work. I'm used to simply modding by adding object to the worldspace, making shops, NPCs and NPC schedules, so even this mod took a while to figure out.

      As for the custom top tier gem, I'm not sure how I'd make one, or how I would add larger souls into creatures. I don't know how it works.

      I also was unsure about the lore on black soul gems, now I havn't read anything so all i know is that a soul gem lets me enchant/recharge. I don't know the significance of black souls or where they come from etc... so I left it out for now in case I did something unlorefriendly.

      In short, I want to implement a skill based success rate, and even a skill level requirement for higher ones would be good too. I dont know if it changes with level, but i figured that 2 gems = value of 1 of the next gem, and so gold farming wouldnt work. I mean, if you want more gold, better off selling the smaller ones
    2. xzanderain
      xzanderain
      • member
      • 2 kudos
      A skill based success rate would be an interesting way of implementing it as well. However once you hit 100 skill would that not mean a 100% success rate in that forge? The other issue includes legendary skill restating. would it acknowledge the legendary stat increase? Or start back at the base stat again?
    3. BoredAlchemist
      BoredAlchemist
      • member
      • 2 kudos
      ill have to see what i can do. my skill with the CK is just beyond beginner levels. id probably set it to 95% success and see what i can do