Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

SinisterDeath

Uploaded by

SinisterDeath

Virus scan

Safe to use

64 comments

  1. DeusFlexMachina
    DeusFlexMachina
    • supporter
    • 0 kudos
    Man this is a brilliant mod and exactly what crafting should be! Here’s to hoping it continues to be developed and updated.
    1. SinisterDeath
      SinisterDeath
      • member
      • 1 kudos
      I updated the mod today, removing some frogs. I won't be updating this more then necessary in the future.

      I'm pivoting to a new mod called "Crafting Enhanced". 

      The first version of Crafting Enhanced will have new recipes, similar to Smithing Enhanced
      Second Version will include new unique models for each component.
      Third Version will include 100% new recipes for mixing/matching materials. (e.g. Elven Handle with Orc Blade. Warhammer Handle with a Dagger Blade)
      Fourth Version will attempt to add new crafting stations, because it's a ridiculous idea to craft a wood handle on a Forge.
    2. SGTSAL
      SGTSAL
      • supporter
      • 15 kudos
      Would you be willing to combine both mods?  I really liked this one and I'm going to use crafting Enhanced in my new playthrough. 

      Thanks for your work.
    3. SinisterDeath
      SinisterDeath
      • member
      • 1 kudos
      ?Would you be willing to combine both mods?  I really liked this one and I'm going to use crafting Enhanced in my new playthrough. 
      In a way, "Crafting Enhanced" is the combined version.
      It includes similar recipes/components as the original and intends to go beyond the scope of smithing enhanced.
  2. SinisterDeath
    SinisterDeath
    • member
    • 1 kudos
    I've uploaded the first version of "Crafting Enhanced".
    You can find it here.
  3. jedp15
    jedp15
    • supporter
    • 24 kudos
    Does this have a blade/axe head/hammer head for each material type?
    1. SinisterDeath
      SinisterDeath
      • member
      • 1 kudos
      Yes
  4. CrunchyWithKetchup
    CrunchyWithKetchup
    • supporter
    • 0 kudos
    Quick little errata entry; recipes states that they require Iron 'Ribets' instead of 'Rivets', and the recipe name for the rivets themselves is misspelled, as well.
    1. stephenlewis2012
      stephenlewis2012
      • member
      • 2 kudos
      *Thinks*
      'I wonder why there aren't any frogs in Skyrim...'
      *Thinks*
      '...ohh, that's where all the frogs went. Naughty errata!'
    2. SinisterDeath
      SinisterDeath
      • member
      • 1 kudos
      This is now fixed. 
      Honestly, I thought I fixed this numerous times before. 
      Stupid frogs.
  5. SinisterDeath
    SinisterDeath
    • member
    • 1 kudos
    With everything going on with Nexus these days, who wants me to update this mod?
  6. Fearglove1
    Fearglove1
    • member
    • 0 kudos
    Will this mod ever be compatible with Immersive armors and Immersive weapons, I unnderstand if it can be hard to reach out to hothtrooper44. Love the mod!
    1. SinisterDeath
      SinisterDeath
      • member
      • 1 kudos
      Neither Hothtrooper or Ars ever responded when I asked them if I could make a compatibility patch.
  7. bhebbler
    bhebbler
    • premium
    • 2 kudos
    Interesting mod. Do you know if it conflicts with ars Metallica?
    1. SinisterDeath
      SinisterDeath
      • member
      • 1 kudos
      Yes and no.
      The only conflict that should arise between these two mods, is when an Ars Metallica recipe alters a vanilla skyrim recipe.

      Simply having my mod higher in the load order will prevent Ars Metallica from breaking my mod. Inversely, any conflict between the two, will break some functionality of Ars Metallica.

      This would only happen if Ars Metallica altered a Vanilla Skyrim recipe (which I did), by altering the required material components to make a weapon or armor set.

      Example:
      If Ars Metallica altered an Iron sword to use 2 Iron Ingots and 1 Fire Wood
      Then because Smithing Enhanced altered the Iron Sword recipe to use a Blade and Handle (which then adds 2 new recipes for crafting a blade and handle).

      Having Smithing Enhanced higher in the load order, means the game uses my recipe. Having Ars higher, means you have His recipe. Except now you can craft a sword and handle that serves no purpose in-game.

      The only conflict is when any crafting recipe overlaps with the vanilla weapon/armor recipes.

      Any mod that adds totally new Weapons/Armor recipes will have no conflict.
      Crafting arrows will not conflict. Crafting Slooty armor won't have a conflict. It just won't be as immersive as Smithing Enhanced unless I create a patch for it.
  8. KunninPlanz
    KunninPlanz
    • premium
    • 20 kudos
    Great idea, you should also do something about the fact that:

    - Dwemer armour/weapons should NOT be craftable or upgradable. The average person, and even Skyrim's most skilled smith's aren't going to know how to temper, repair or upgrade such advanced ancient armours.
    - Orcish armour/weapons crafting should be locked to Orcs only.
    - Nordic Carved armour/weapons crafting should be locked to Nords only.
    - Elven armours (including Chitin and Bonemold) crafting should be locked to Elven races only.


    I mean, with racism being so rife in Skyrim, what kind of Nord really wants to wear elven armour, let alone craft it?
    1. Dragoonblade
      Dragoonblade
      • member
      • 1 kudos
      Are you saying that only Dunmer would have ebony since it's primarily their thing? That nobody should have the right to use skyforge steel unless they're a nord? That you couldn't use imperial weapons because you're not a imperial?
      ...
      But doing that would entirely invalidate people's choices in play and force them to use only what you want them to use. That's taking away their freedom to follow certain equipment styles or sets purely because they don't belong to the race (or in the case of dwarven, make them practically worth nothing but for selling, which is a terrible idea).

      All the power to you if you want to stick to roleplay themes but don't restrict other people's choices just because you think racism would prevent a argonian or khajit getting armor, or a orc from trying out other weapons and armor because they want to understand how they work to better their own craft.
  9. Dragoonblade
    Dragoonblade
    • member
    • 1 kudos
    I really hope you are still around, because this mod, potentially, could lead to fixing the one MAJOR problem I've had with Skyrim... smithing and being restricted by the materials and designs. Imagine it, if you were able to make it so you could craft any weapon or armor style with materials of any kind, piece by piece, and put it together to make something truly unique and amazing?

    I know you're likely no longer modding for Skyrim but... well, if you are, maybe what I've suggested is possible?
    1. SinisterDeath
      SinisterDeath
      • member
      • 1 kudos
      Ever play the video game Evil Islands: Curse of the Lost Soul?

      That's partly what inspired me to make this mod.
      Maybe someday, I'll do just this. But I'll have to get gud at modding to make something that complex compared to Skyrim's overly simplified crafting system.
    2. Dragoonblade
      Dragoonblade
      • member
      • 1 kudos
      I've never actually played it, but I did play Might and Magic: Dark Messiah which is what this mod reminded me of. As for the being better at modding, if it helps, I can list out what exactly you'd need to do to be able to get it to work... though I don't quite have the skills to make mods myself and this may come across as a massive TL: DR...:

      1) You'd need blank templates for each component for making armor or weapons (which I believe you currently have with your current mod?) for each individual weapon and armor... without any set texture to start with. This is for step two so as to make it easier.
      2) You would need to create textures to make the item reflect the material that is being used (you may require to modify some meshes if the material doesn't look right.. as a example, stalhrim or chaurus chitin).
      3) You would need to work to put the weapon or armor components together from these edited components in the various possible options, making sure to make adjustments so that it all fits together as best it can. This would be the hardest with armor as you would require to adjust this for every race to work.
      4) Adjusting the values of the weapon or armor based off of what has been done during it's crafting...

      For weapons, a example going off swords could be:
      Materials (affects weight (and thus swing speed), damage, value)
      Blades (Affects damage (and potentially weapon critical chance), stamina usage when power attacking)
      Guards (Affects weapon blocking/bashing)
      Grips (Affects weapon speed (both normal and power attacks)
      Pommels (affects recovery from power attacks (and how quickly you can repeat doing them), stamina usage when power attacking)

      A similar thing can be done with armors such as protecting you from staggering, defence, movement speed, jumping, noise when sneaking and swimming (because realisticly, swimming in armor is hard).

      Ammo (bolts and arrows) could be affected with weight, armor penetration, damage and critical chance.

      5) Creating the crafting lists to actually reflect putting the items together (This would be possibly the most long and tedious part I'd say...)
      6) Making sure that these new creations can be enchanted (Also pretty tedious like step 5...)
      7 (optional)) Distributing in treasure, NPC inventories etc (come to think of it, this would take even longer than step 5... PLUS you'd have to account for any potential conflict with quests and such...)

      I know it seems like a lot of work (and I know it is, no question about that) but perhaps taking these steps could help you out.

      Good luck!
  10. Pickelsturn
    Pickelsturn
    • BANNED
    • 110 kudos
    Does it work with Ordinator / Skyrim Recycle / SEO - Enhancement Overhaul ?
    1. SinisterDeath
      SinisterDeath
      • member
      • 1 kudos
      SEO - Enhancement Overhaul
      Yes, my mod only affects Smithing, not Enchanting.

      Skyrim Recycling
      Probably not very compatible.
      If it changes any of the base recipes. Like how many components it takes to build a steel sword? It's definitely not compatible.
      If you want to try and see how they work together, keep my mod above it in the load order. (Closer to the ESM's than the bottom of the list)

      Ordinator
      My mod does not modify any Perks.
      It modifies recipes, and creates new recipes that require perks that enable you to craft "steel" or "Elvish" armor/weapons.

      From the Ordinator page.
      Mods that modify the vanilla smithing perks (Elven Smithing, etc), their associated crafting recipes and/or crafting requirements will take effect regardless of load order. For instance, a mod that prevents you from crafting Dwarven items until you complete a quest will do so even if loaded above Ordinator. Consult the description of your smithing mods to learn more about their features.


      I take this as they left those specific crafting perks the same as to not break/modify all the existing crafting recipes.
      If you load my mod below Ordinator, and you can still craft Elvish armor/weapons, then they are compatible.