I don't use that mod myself, but looking at it I'd assume it would work without a patch as it appears to only modify the existing meshes for those helmets. If that's not the case, then unfortunately you're looking at a very tedious process of changing the mesh of each of the items I added individually. I've never tried doing that so I can't guide you on how to do that personally, though I'm sure there's plenty of guides available on how to replace an item's mesh.
Hey, great mod. Just wanted to ask if you would consider looking into something. It seems that this mod also turns the forge inside of the Elysium Estate (and possibly other homes) into a much less useful Skyforge. I would rather have to travel to Whiterun for this specific purpose than to run to Whiterun for every bit of normal forging.
The only modification to forges that this mod makes is to remove the normal forge keyword from the Skyforge. I don't know exactly what you mean by it makes them less useful Skyforges but I would assume it's the home uses a Skyforge rather than a regular one so with this mod that would prevent you from being able to craft non-Skyforge items there. Unfortunately, there's nothing I can do for that. You would need to go into the creation kit yourself and replace the forge in the effected homes with a regular one
Eorlund Gray-Mane is suppose to be the best blacksmith in Skyrim working with the best forge in Skyrim so it does make sense to have him make better than just a low tier of weapons/armor like steel. I have always wanted Skyforge steel armor as well as I limit myself to steel on a sword and board tank build to created difficulty and I love the was steel armor and the steel horse armor looks. Definitely giving this a shot.
There's no reason why they should conflict. The only change my mod makes that would effect Immersive Armors is it won't let you create items that don't require you to craft them at the Skyforge at the Skyforge. That's just a keyword change to the forge itself and won't cause any conflicts.
You won't get Skyforge variants of IA armours though. How my mod works is I've recreated every craftable item with slightly higher stats and values, created craft and temper recipes for all of them and then I remade Eorlund's merchant inventory. To add support for IA I'd need to create another file that did all of that for all of the craftable items in that mod. It's a tedious and time consuming process and since I don't use IA it's never something I've ever felt the need to do.
The lore never specified steel, and my interpretation of what the lore said was that the Skyforge should be able to craft better versions of everything, not just some steel weapons.
I like this, The whole idea of the Skyforge was supposed to be unique items only crafted there. It really made no sense the way Beth just put an awesome looking forge and it cranked out pretty much the same stuff you could do down at Warmaidens with a buff or two. I think it's fine, Thanks for this. ENDORSED!
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Is this mod compatible with Immersive Armor ?
And, if "Yes", do the added armor can add theyr "Skyforge" version aswell ?
You won't get Skyforge variants of IA armours though. How my mod works is I've recreated every craftable item with slightly higher stats and values, created craft and temper recipes for all of them and then I remade Eorlund's merchant inventory. To add support for IA I'd need to create another file that did all of that for all of the craftable items in that mod. It's a tedious and time consuming process and since I don't use IA it's never something I've ever felt the need to do.
I'll test it.