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11 comments

  1. zerodrool
    zerodrool
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    Oh the nostalgia! Can't wait to try this out. Will I need to temper the items after crafting to make them viable endgame or do the items have increased defense/damage built in?

    While it might be really annoying and time consuming to create armor entries for every combination of armor and runeword, I think it might be worth it. I think you're really into something here. This gives people who are sick of smithing and enchanting a way to get quality custom gear in a balanced and lore friendly way.
    1. Seeders
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      Another issue I realized last night while playing is that if I did introduce every single combination of armor and runeword, the crafting page would be insanely flooded and a pain to navigate.

      I feel like its better to just allow the user to disenchant and re-enchant.  The runeword affixes are generally just perks so your enchanting skill isnt going to scale them, meaning you shouldn't need to invest in enchanting to make use of them and you wont be OP if you do.

      You would still need to temper them I suppose.  Maybe I can make a recipe to use a particular glyph to get around requiring decent smithing skill.
    2. zerodrool
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      Yeah those are all good points and I think you're right. Regardless it's a great mod.

      Edit: I think there is a way to hide crafting recipes unless you have the relevant crafting book in your inventory but I like the simplicity as it is.
  2. WickedGoblin
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    This is a really good mod.

    I think it would be fun to remove equipments dropped by enemies, increase the price of equipment sold in stores, and remove attribute and perk points gained from leveling up to enable only equipment-oriented characther growth.
  3. Blackread
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    How does the crafting work? If I have the right glyphs can I just craft a dragonbone chest like in the picture, without already having a dragonbone chest or the appropriate perk to craft one? Do the runes replace the regular enchantments, or can I have a rune effect and an enchantment?
    1. Seeders
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      I just chose a base for each runeword that I felt was appropriate.  However, you can disenchant the item and should be able to re-enchant on any base.

      To craft an item, just collect the runes and go to the forge.  You can also upgrade runes to the next tier by combining them at the smelter.

      Enigma has a dragonplate base, and I think Bramble might be as well.  But many of the others are leather, hide, robes, etc.  

      I am trying to figure out a way to do sockets without requiring the skse, but i figure the current system isn't too bad for a single player game.  Another idea I had was a single use enchantment, but you can't unlearn enchants.  Another idea was a potion craft with the glyphs, which then grants an enchanted copy of whatever base you currently have equipped when you drink it.  But then I would have to make a ton of hardcoded items for every possible combination.  And all of that just seemed like a lot of work for no improvement in gameplay experience.

      Would love to hear suggestions for improvement.
    2. Blackread
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      Alright, thank you for the clarification. :)
  4. Ishraq
    Ishraq
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    cool idea.
  5. deviant07
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    Nice mod. Hope we can remove/upgrade runes too it would be more fun or even increase socket slots 
    1. Seeders
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      You can combine 3 of a particular rune to upgrade it to the next tier at the smelter.  higher runes require 2 + a flawless gem.
  6. Ilver
    Ilver
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    Good idea!
    Need more runes and their configurations, as well as a good alternative to the Talismans mod from 1ex0.