Question I saw that you said that in order to craft faction gear I would need to complete the prerequisite stuff for it so if I wanted to craft the blades gear I would need to complete alduins wall or actually join the blades?
I like how you have changed the perk tree perks to be more useful rather than vanilla like other perk mods, feels like a waste of a perk point to just unlock ebony etc, i like the reward of finding the manuals too. Nice mod thnx
When I used this without patches, this mod not work. I have Vokrii, I know about place, but your plugin not overwrites the previous mod, although it was later in the loading order
This isn't my mod, but I use it in my game without the full purchased AE content, so technically it is SSE and it is working just fine. Sounds to me that your problem is probably an incompatibilty with Vokrii, which I do not use.
Any chance you might add a recipe allowing 10 Charcoal sticks with iron ore to make a steel ingot? Just thought since charcoal sticks are already all over the place in the game, and very similar in substance to the coal ore you are using, that it would make sense to also utilize it for making steel ingots.
Another thought, just a suggestion - since there is already a misc item 'glass' material in the game for Hearthfire home building, having a 'glass ingot' or 'glass ore' could get potentially confusing - perhaps rename the ore/ingot something like 'silicate crystal' or just 'Silicate'? Just a suggestion, I know it entails a lot of work renaming everything. I do like the quicksilver to Mithril and corundum to copper name changes.
Looking forward to using this mod in the days ahead. ENDORSED.
I just uploaded version 2 with the following changes: - Materials renaming moved to optional plugin. - Can use Fortify Smithing enchantments and potions again. - Added hjsmexperiencepenaltiesenabled global variable. - Added hjsmfortifysmithingenabled global variable. - SKSE no longer required for the Forgemaster perk to function properly.
I found out that the crafting menu can be exited by forcing the player character to play the animation that is usually played when the player hits escape.
Level requirement for Arcane Blacksmith is still 60 in my game after installing this. The other perks appear to be changed as per the mod, but not he Arcane Blacksmith level req.
I really like the concept of this, and I'm tempted to try this, but I use static skill leveling. This would make all the skill experience changes redundant.
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I have a request - is there a way to make a patch for Scarcity SE?
Found here: Scarcity SE - Less Loot Mod at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
It was preventing smiths from selling the tomes. After giving Forgemaster priority everything works, but smiths are back to selling a lot of ingots, which completely bypasses Scarcity.
Obviously not a big issue. I'd make a patch myself if I knew how to actually use seedit. Otherwise great mod. :) Endorsed.
Another thought, just a suggestion - since there is already a misc item 'glass' material in the game for Hearthfire home building, having a 'glass ingot' or 'glass ore' could get potentially confusing - perhaps rename the ore/ingot something like 'silicate crystal' or just 'Silicate'? Just a suggestion, I know it entails a lot of work renaming everything. I do like the quicksilver to Mithril and corundum to copper name changes.
Looking forward to using this mod in the days ahead. ENDORSED.
- Materials renaming moved to optional plugin.
- Can use Fortify Smithing enchantments and potions again.
- Added hjsmexperiencepenaltiesenabled global variable.
- Added hjsmfortifysmithingenabled global variable.
- SKSE no longer required for the Forgemaster perk to function properly.
Could you comment on how you made forge master work without skse? Just curious :)