Love the mod my dude. I did make a couple minor changes for things that didn't quite make sense to me, but overall I'd go so far as to say that combined with the recommendations this is how the tempering system should have worked all along.
Nothing serious or major, mostly just nitpicky things that probably only I would care about lol
I moved the weapon oil recipes to the cookpot and rewrote the DESC.ini to read "Rendered from various herbs and fats in a Cookpot. Needed for sharpening blades and re-profiling maces and hammers." Re-profiling a worn hammer head is something I've had to do more than once IRL so it's a perfectly logical explanation why you'd be running a warhammer/mace over a grindstone. I also changed the metal sheet recipes to only require an ingot except for the base recipe using iron, that one still requires coal/charcoal; that change I still need to playtest to see how it affects balancing, since leather strips are easy to come by and it makes sense why they'd be paired with the metal sheet.
That's a good idea to put weapon oil recipes in the cookpot. And yes, getting rid of charcoals is probably a good idea. I think having them in recipes makes sheets too complicated to actually craft them by myself.
Nothing wrong with it as long as the player can get it, but there's actually two forms of charcoal item in the game and one of them is nearly impossible to get under normal circumstances; I actually had somebody request I add a recipe for it into one of my mods since it's so hard to find.
There is no difference between crafting and tempering engine wise. Game stores this data in COBJ forms.
Again, this mod doesn't touch any conditions at all. Doesn't create them, doesn't adjust them, doesn't change them.
If this problem doesn't happen on your modlist without my mod, then it's probably some weird conditions from some of your mods.
You need to load up all your mods in xEdit. Then open ccedhsse003-redguard.esl and look for temper recipes in COBJ forms. Then you'll see what mods are changing those forms and what those changes are.
Conditions are usually self-explanatory.
Also, i can make an optional file, that's delete all conditions from tempering recipes. edit: i cannot actually. There is no such function if SkyPatcher.
The issue was that the Redguard CC armor has a variable included in it's tempering recipe. Unless you complete the CC quest you can't temper the armor AT ALL.
My mod doesn't create or edit any existings FormID directly.
I wrote a config file for SkyPatcher so it dynamically replaces items in COBJ data in your entire mod list. Basically, what core TTMS does is: - Looking for all tempering recipes; If they named correctly as "%temper%"; - Clearing all items in those recipes if the keywords of the crafted object are right; - Adds new items based on their keywords;
So if those mentioned mods will do any other stuff beside that. For example, new conditions, like "perk required" it will stay there.
TTMS will be compatible with everything as it works on top of everything. It doesn't really "interact" with anything since it's a completely standalone system.
Simple Degradation is simpler and doesn't create any new mechanics, but instead uses vanilla one. It's just streamlined experience.
Especially with my mod. I specifically created this mod for Simple Degradation.
Heh, the descriptions of the two additional versions apparently got mixed up in the FOMOD? The "With Armor Tiers" version says "without any changes to the armor", while the "no armor" version says "with additional changes to the armo, armors are divided into thiers by their material". That looks like the descs from here, but switched...? ;)
There seems t be an issue with this mod and Sidequests of Skyrim. One of the common sidequests is someone asking if you can temper their sword, pickaxe, etc. for them. With this mod installed, after tempering the item, it's not recognized as being tempered by the quest, so it fails and you're out some weapon oil for nothing. Not sure if it's this mod or the other that needs to be modified.
IIRC, that mod also conflicts with quite a lot of mods on my own modlist that adds new dialogue options to npcs. It's been quite a while since i last have that mod installed, but you might find yourself being stuck in many mod added quests/events/scripts. Of course, i could be wrong. Take it with a grain of salt.
79 comments
I moved the weapon oil recipes to the cookpot and rewrote the DESC.ini to read "Rendered from various herbs and fats in a Cookpot. Needed for sharpening blades and re-profiling maces and hammers." Re-profiling a worn hammer head is something I've had to do more than once IRL so it's a perfectly logical explanation why you'd be running a warhammer/mace over a grindstone. I also changed the metal sheet recipes to only require an ingot except for the base recipe using iron, that one still requires coal/charcoal; that change I still need to playtest to see how it affects balancing, since leather strips are easy to come by and it makes sense why they'd be paired with the metal sheet.
And yes, getting rid of charcoals is probably a good idea. I think having them in recipes makes sheets too complicated to actually craft them by myself.
Good points overall.
It may be a soft incompatibility with Master of One (the perk overhaul I use).
Just wanted to know if anyone else ran into this issue or just me.
Again, this mod doesn't touch any conditions at all. Doesn't create them, doesn't adjust them, doesn't change them.
If this problem doesn't happen on your modlist without my mod, then it's probably some weird conditions from some of your mods.
You need to load up all your mods in xEdit.
Then open ccedhsse003-redguard.esl and look for temper recipes in COBJ forms.
Then you'll see what mods are changing those forms and what those changes are.
Conditions are usually self-explanatory.
Also, i can make an optional file, that's delete all conditions from tempering recipes.
edit: i cannot actually. There is no such function if SkyPatcher.
The issue was that the Redguard CC armor has a variable included in it's tempering recipe. Unless you complete the CC quest you can't temper the armor AT ALL.
Great mod all the same!
Is it compatible with Equipment Durability System NG?
Any pros and cons against Simple Degradation?
Simple Degradation is simpler and doesn't create any new mechanics, but instead uses vanilla one.
It's just streamlined experience.
Especially with my mod. I specifically created this mod for Simple Degradation.
And a separate question, is it necessary to install FLM for Honed Metal?
Skeever scripted that quest so player need to use steel or iron ingot.
I don't know how papyrus scripting works. I tried making a patch in xEdit, but it didn't work.
I marked incompatibility in description.
ingots to oils.
Thank you for reaching out.
Of course, i could be wrong. Take it with a grain of salt.
i'm not sure what you mean't