Skyrim Special Edition

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MockLogic

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MockLogic

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About this mod

SAIO is a lore friendly overhaul of the merchant inventories of Skyrim’s blacksmiths and fletchers so they make more sense for who and where they are. It uses the expanded weapon selection of PrivateEye’s Heavy Armory to flesh out various options such as silver weapon in Markarth.

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Changelogs
Smith Armory Inventory Overhaul (SAIO) is an add-on for PrivateEye’s excellent Heavy Armory - New weapons mod. Smith Armory Inventory reworks the inventories of nearly all the smiths and fletchers in Skyrim to align with their locations, conversations, and backgrounds instead of the nearly generic leveled inventories of vanilla. The goal is to make finding particular kinds of gear intuitive. Silver and Dwarven gear in Markarth. Orcish gear in orc strongholds. Redguard weapons from the smith trained in Hammerfell. Etc. Similarly, the minor smiths of villages and mines carry only basic gear.

Features:
  • Nearly all smiths and fletchers in Skyrim will offer lore accurate selections of weapons, suitable for their location and background. Orcish smiths next to oricalcium mines will offer Orcish equipment. The blacksmiths operating at the entrance to a famous silver mine will make silver weapons. Imperial Legion quarter masters offer a full line of imperial arms and armors. Characters with voice lines about elvish equipment will have at least a little of such gear. Etc.
  • Smith inventories are designed to provide a useful selection of armor slots and weapon types. Daggers are split out from other one handed weapons. Polearms are split from 2 Handed weapons. Light and Heavy armor pieces are selected by slot so a mixed quality set of light or heavy armor parts should always be available.
  • Immersive access to the extended line of Silver and Redgaurd weapons provided by Heavy Armory. Weapons normally only accessible in small numbers via limited quests can now be found at Lore friendly locations.
  • Gameplay wise, it's now worth traveling to particular locations to seek certain types of gear. Want a silver war axe? Try Markarth where they have a silver mine, or the Dawnguard which hunt undead. Want redgaurd style weapons? The smith in Dawnstar trained in Hammerfell and knows how to make curved swords. Want ebony gear? Best make friends with the orcs because they control the ebony mine.
Compatibility
  • Smith Armory Inventory dramatically alters the merchant containers for blacksmiths, fletchers, and military quarter masters. Mods that make direct changes to these chests will require patches or will need to be overwritten.
  • This mod primarily uses its own new leveled lists to for determining smith inventories. These lists are mostly focused on non-magical armor and weapons. Mods that alter blacksmith inventories by making changes to the vanilla leveled lists may also be incompatible without patches, regardless of load order.
  • Where this mod uses Vanilla leveled lists, it does so without altering them. This is primarily for enchanted items, ores, ingots, merchant gold, quest locked items like Skyforged steel, and a few other minor things. Mods that alter these leveled lists are compatible.
  • No NPC or location records are touched. This mod should be 100% compatible with just about every NPC Overhaul, Location overhaul, etc.
  • Mod added blacksmiths, and spouse blacksmiths, will use vanilla smithing lists and will not be at all impacted by this mod.
  • A patch is provided for forwarding USSEP fixes related to investment perks.
  • Patches are provided for several other Heavy Armor related mods including PrivateEye’s New Armory Series Elven Steel, his Armory Extended Bonemold Weapon Pack, and Petepocalypse’s Thalmor Rearmed (for it’s gilded armor and weapons.)
  • Additional patches for Bosmer Armor Pack and Lawless (for the Nordic Leather Armor). Alternative patch for Nordic Leather Armor for those not using Lawless. Also Orcish Leather armor and Steel Barbarian armor.
  • This mod makes use of no scripts, quests, or distribution files and should not impact frame rates or stability.
  • Built for and tested in SkyrimVR, the simple nature of the mod should make it compatible with any version of Skyrim SE, AE, or VR. Does not make use of any Creation Club mods.
  • I’ve tried to make SAIO friendly to my fellow mod authors that might be interested in patching more armors or weapon into it. SAIO adds a series of unused lists with a “ML_HA_zComp” prefix that are expressly for other mod authors to use. There are lists for each merchant chest, but also some catagories shared across merchants. Hopefully this will save mod authors interested in simple additions the headache of working out all the leveled lists I created for this mod.

FAQ
  • Is this a balanced mod?
    • Almost, but not exactly. With this mod it’s possible to buy limited dwarven, elven, and even ebony gear at level 1 if you can reach the smiths and afford them. The smiths do use leveled lists that lean heavily towards iron and/or steel tier gear at low level, and gain more powerful inventory as the player gains levels, but in the interest of lore and common sense, some advanced items will randomly be available in locations that make sense. As you gain levels, more of the nicer gear will show up.
  • Why didn’t you integrate creation club armor/weapon X?
    • I use SkyrimVR which never officially received any AE or CC content. While it’s technically possible to integrate CC content into VR if you own it from another source, I don’t plan to do so and do not, in fact, don't even own Skyrim SE/AE. Feel free to patch it in yourself.
  • Is there an Animated Armory Patch?
    • Not currently. I don't use Animated Armory so I didn't make a patch for it. My guess is that it wouldn't be too hard to add to the existing lists and I fully support anyone wanting to make a patch that does so.
  • Do the inventories respond to the Civil War? For example, will the Solitude Blacksmith stop selling Imperial gear if Ulfric takes the city?
    • No. These kinds of dynamic alterations are outside the scope of container changes and leveled list replacement. Even if the Stormcloaks take Solitude, you will still find Imperial gear for sale there.
  • Who sells what?
    • Small town/village smiths tend to have iron tier equipment, with the odd bit of steal gear. They typically only have crafting ingredients for iron and steel as well, and never sell enchanted items. No longer will Alvor in Riverwood, who by his own admission mostly does lumber mill related smithing, offer up Enchanted Orcish great swords.
    • City smiths tend to sell steel tier equipment, although they may have a bit of weaker or nicer gear. They can sell better ingots and ores using the vanilla leveled lists. They sometimes have enchanted gear.
    • Master artisans in the largest cities tend to have (vanilla leveled list for compatibility) enchanted gear and start at Steel tier and go up to Steel Plate and Nordic Carved. 
    • Orchish Strongholds are more likely to have Orcish gear.
    • Markath is more likely to have Silver weapons and Dwarven weapons and armor.
    • Several smith inventories are a bit tweaked for lore reasons. Smiths along coasts tend to sell tridents. Lod in Falkreath makes embalming tools. All blacksmiths can sell you basic tools of their trade, etc.
    • The Drunken Huntsman in Whiterun sometimes imports elvish, and eventually glass, equipment on top of the archery and booze related fare.
    • Narzulbur, the orcish stronghold outside an ebony mine, carries ebony equipment. Honestly, wouldn't most Ebony gear in Skyrim be orcish in style as the orcs have the primary ebony mine for the region?
    • Solitude carries imperial gear while Windhelm caries Stormcloak gear.
    • Smiths in various cities make guard armors for their city. I also honestly don't know how cities without smiths get their guard armor.
    • Rustleif in Dawnstar trained in Hammerfell and sometimes makes weapons in their CURVED SWORD style.
    • Alvor in Riverwood sells some limited elven gear because he has voice lines related to this for mer PCs. I like to think he dabbles in elvish smithing techniques but is a bit embarrassed by the interest given the polotics of the game.
  • Where do I get Light Armor in Whiterun?
    • Whiterun merchants specialize a bit. War Maidens sells heavy armor and melee weapons. The Drunken Huntsman sells light armor and ranged weapons. Eorlund Gray-Mane at the Sky Forge sells high-end and enchanted arms and armor.
  • Shouldn't the smiths in Markarth sell nails, given they talk about making them?
    • Yes, and believe it or not, nails are in a lot of the merchant chests including that one. The problem is Skyrim doesn't consider nails an appropriate item for blacksmiths to sell.
  • Why is Elvish/Glass gear so hard to find?
    • There aren't any High Elf smiths in Skyrim, and given that both the Imperial and Stormcloak forces hate the Aldmeri Dominion, it doesn't make a lot of sense for any of the native nords of Skyrim to take up smithing of elvish and glass armors. They're much more likely to be making Carved Nordic armor and Nordic weapons. Alvor in Riverwood experiments with a small amount of it according to a few voicelines, otherwise I decided the brothers running the Drunken Huntsmen Whiterun import some along with their mail from their family. I was tempted to make it something only sold by Khajiit Caravans, as that actually makes a lot of lore sense, but for compatibility reasons I don't want to impact the caravan merchant inventories.