Sometimes when I crouch at the forge to see what I have crafted, it causes a crash to desktop. I don't have any other mods which should affect smithing, and I haven't had any CTD at any other point yet in my current playthrough.
Hi, great mod, but the DLs are messed up.. the combined fortify and the restoration duration patch is messed up or missing. The file you can download is recognised as the main mod?
TLDR can this mod be customized? I don't see mention of it on the description page or photos. I would take the leveling, experience and crafting without the rest in a heartbeat.
The crafting portion is almost exactly what I have been missing and feels woefully undressed by any other mods. One of the only things I would have wished for here would have been continually diminishing returns on crafting the same item, but the incentive to do so is sill reduced.
I was amen-ing all the way down the mod's description of the skills, leveling and crafting changes feeling it was a vast and more comprehensive improvement to crafting than anything I had come across. Until I came food/potions/combat changes. Because of the conflicts it creates in these areas with my preferred mods I will likely not pick up this mod unless there is a straight forward way to omit them.
I can see how setting about to reform crafting and crafting experience snowballed to go much further but by the same token it would do the same to my mod list and I would have to rebuild around it, which I may yet do because of how much I like the sound of your mod, but not at least for multiple playthroughs yet.
Just an aside on thoughts regarding loot if you are interested:
One of the 3 core problems as I saw it with vanilla crafting (your mod addresses the other 2) was that, despite outlining 1 craft/archetype (smithing for warrior etc.), it effectively pushed characters into doing all of them. This was because the character could always make better and more fitting versions of anything they could usually find from crafters/merchants/dungeons and do it for a fraction of the cost if not for fee.
So with this baseline, making the chances of good gear even more rare makes taking up all three trades even more valuable and necessary.
When I add a skill point to Expert Smithing and select Hard Steel (scaled/plate/nordic), I receive the Scaled Armor recipes but not Steel Plate or Nordic Carved armor or weapons. I am using Ordinator and I have placed Elegy below Ordinator and also installed the relevant compatibility patch.
Edit: I found Nordic Carved armor appears with the Crystalline (Ebony/Stalhrim) perk.
might I ask how to use SSEEDIT or the CK to get rid of the bit where you pick up skill books rather than automatically reading them? it's a very strategic feature, don't get me wrong - it's just that I fill my inventory with books I like, and while I do drop them off in safe storage, I like a LOT of in-game books, so it's pretty inevitable that every time I find a skill book and want to read it right away it's like finding a needle in a haystack. lol
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The crafting portion is almost exactly what I have been missing and feels woefully undressed by any other mods. One of the only things I would have wished for here would have been continually diminishing returns on crafting the same item, but the incentive to do so is sill reduced.
I was amen-ing all the way down the mod's description of the skills, leveling and crafting changes feeling it was a vast and more comprehensive improvement to crafting than anything I had come across. Until I came food/potions/combat changes. Because of the conflicts it creates in these areas with my preferred mods I will likely not pick up this mod unless there is a straight forward way to omit them.
I can see how setting about to reform crafting and crafting experience snowballed to go much further but by the same token it would do the same to my mod list and I would have to rebuild around it, which I may yet do because of how much I like the sound of your mod, but not at least for multiple playthroughs yet.
Just an aside on thoughts regarding loot if you are interested:
One of the 3 core problems as I saw it with vanilla crafting (your mod addresses the other 2) was that, despite outlining 1 craft/archetype (smithing for warrior etc.), it effectively pushed characters into doing all of them. This was because the character could always make better and more fitting versions of anything they could usually find from crafters/merchants/dungeons and do it for a fraction of the cost if not for fee.
So with this baseline, making the chances of good gear even more rare makes taking up all three trades even more valuable and necessary.
Edit: I found Nordic Carved armor appears with the Crystalline (Ebony/Stalhrim) perk.