Hey there, Mad! I told me wife about this mod, and here's what she said: what if I complete the "Missing in Action" quest [MS09] aka free Thorald Gray-Mane, Eorlund's son, from the Thalmor prison? Will Eorlund allow me to use the Skyforge then? Interesting idea, isn't it? =)
Can I hit you with ideas? Of course your free to ignore me.
For this mod, (as a update, optional, or separate file) I thought about skill level as a Smith. The guy not letting you handle the Skyforge unless you craft certain level of gear for him at regular forges.
A.K.A, needing to level your smiting skill in addition to gaining the companions trust. Most people (especially people using this mod) would be doing the iron dagger trick anyway.
(Without doing the iron dagger dash) this addition would keep Skyforged gear valuable and rare, and keep them players from getting OP to quickly.
Another thing I thought about was "Skyforged" being an effect on a weapon. Like an enchantment but not magic. That way "Skyforged steel" can actually be "Skyforged *insert gear here*"
So buffs like your mod already does but branded into the weapon. Maybe it glows like runes or maybe it's just a tag added to its name. That's up to the amount of effort the creator would wanna do. You, for this example.
Thanks for reading if you did. Sorry if I said anything silly.
I successfully tested this mod with SV Mods Menu and Crafting Requires Tools. Crafting Requires Tools made me own a blacksmith hammer before I could successfully click on the forge. Then when I got the hammer and clicked on the forge, I was told the forge wouldn't let me use it. As the animation was still running, Eorlund interrupted me and demanded I pay 200 septim to use the forge (SV Mods does this). But I didn't have the money so he killed me. lol That's standard behavior for SV Mods.
So I tried again with 200 septim, and after paying Eorlund I still couldn't use the forge because I hadn't completed the quest(s) yet. So it looks like these 3 mods are compatible. I see you hide the crafting menu if the conditions aren't met; was curious why a perk entry point wasn't used instead. That would prevent activation altogether.
Thanks for the mod! As an idea, perhaps as part of the option for the player to use the Skyforge by default, what if Eorland could have some lines reacting in anger/annoyance if the player uses it without his permission? What are your thoughts on that idea? Regardless, thank you again for this mod. ^_^
Yeah, I'm planning to add some in later update. There are some really good vanilla lines to work with for this but I couldn't get the splicing right. I will given more time, but I wanted to get the mod out today as every other part of it was finished.
Killin it. All of your mods are creative, well-implemented, and many times novel this long after release. And you're always looking to improve based on feedback, which you also welcome. Thanks for another cool one!
Yeah! Out of the all the guilds, the companions always felt the weakest in terms of what you got for completing the quest line. This was my solution to that.
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I told me wife about this mod, and here's what she said: what if I complete the "Missing in Action" quest [MS09] aka free Thorald Gray-Mane, Eorlund's son, from the Thalmor prison? Will Eorlund allow me to use the Skyforge then?
Interesting idea, isn't it? =)
That's awesome!
Can I hit you with ideas? Of course your free to ignore me.
For this mod, (as a update, optional, or separate file) I thought about skill level as a Smith. The guy not letting you handle the Skyforge unless you craft certain level of gear for him at regular forges.
A.K.A, needing to level your smiting skill in addition to gaining the companions trust. Most people (especially people using this mod) would be doing the iron dagger trick anyway.
(Without doing the iron dagger dash) this addition would keep Skyforged gear valuable and rare, and keep them players from getting OP to quickly.
Another thing I thought about was "Skyforged" being an effect on a weapon. Like an enchantment but not magic. That way "Skyforged steel" can actually be "Skyforged *insert gear here*"
So buffs like your mod already does but branded into the weapon. Maybe it glows like runes or maybe it's just a tag added to its name. That's up to the amount of effort the creator would wanna do. You, for this example.
Thanks for reading if you did. Sorry if I said anything silly.
So I tried again with 200 septim, and after paying Eorlund I still couldn't use the forge because I hadn't completed the quest(s) yet. So it looks like these 3 mods are compatible. I see you hide the crafting menu if the conditions aren't met; was curious why a perk entry point wasn't used instead. That would prevent activation altogether.
As an idea, perhaps as part of the option for the player to use the Skyforge by default, what if Eorland could have some lines reacting in anger/annoyance if the player uses it without his permission? What are your thoughts on that idea? Regardless, thank you again for this mod. ^_^