If I may ask, why only remake the smithing perk tree from the Warrior trees? Is it because you felt the others were good enough or simply didn't have any idea on how to improve them?
I want to eventually overhaul all the perk trees. But the rest of the warrior trees are last on the list to be done, and I didn't want to sit on the completed Smithing tree for years.
I really hope this mod evolves into Path of Might one day. In my opinion, your smithing tree is the best out of all perk overhauls out there; I am particularly fond of Meltdown with no need for additional mods and also Silversmith which made silver weapons a viable and flavor choice. There are decisions in Path of Sorcery that appeal to me either, like making fire spells deal more damage to undead. All in all, at this point there's just too much goodness between this 2 mods to swap them out for Vokrii or Adamant - so I'd rather be stuck with simplistic combat and weapon perks that don't work from the original.
Just installed Tinker's Forge. Because I use WACCF, I installed the compatibility patch for it. Then Vortex alerted me that Tinker's Forge is not compatible with WACCF. Because I use Immersive Fort Dawnguard I need WACCF activated.
But I disabled WACCF and the Tinker's Forge patch to see if I could get the Vortex error to clear and it did not. So, I removed Tinker's Forge and its patch until there is an update of the main mod or its patch. I left a bug report on the Nexus page for the patch.
If this problem was just due to conflicting files within the plugins, I should have been able to fix it by changing the load order of these mods. Right?
I haven't the faintest idea why Vortex would say that WACCF is not compatible. That makes no sense. The two mods just have a lot of the same fixes. Try Mod Organizer, it's a much better option. (I won't make a patch for the two mods, because the patch would just be...stripping almost everything out of WACCF, which is silly)
Please forgive my replying to a year-old comment, but I wanted to mention that I had no problem adding Tinker's Forge to my mod list, even though I use WACCF. Vortex is my mod organizer. My character is now level 16 and I haven't encountered any obvious problems in gameplay.
Apology to add up to this post, but I don't think it's a mod manager problem. Both Vortex and MO2 have LOOT integrated in them. When I tried to use LOOT as a separate program, I still got the "Path of Might is incompatible with WACCF and CCOR". So I suppose LOOT is the culprit for misinformation here.
I was wondering if this is by chance compatible with Gods and Worship? It would be nice to get more powerful robes through Fine Weave. Perhaps even the matching boots and gloves to go with them?
I just found this mod by mere chance (through the Adamant edition) and oh boy I can't wait to try it. I've been planning on playing as a dwemer researcher/enthusiast for the longest time but it always bothered me that I couldn't TINKER with automatons. This paired with Dwemer Exploding Traps and all the dwarven-related quest mods I've chosen is exactly what I needed for a true steampunk adventure!
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Forget about it, found it on my own... xDDD
But I disabled WACCF and the Tinker's Forge patch to see if I could get the Vortex error to clear and it did not. So, I removed Tinker's Forge and its patch until there is an update of the main mod or its patch. I left a bug report on the Nexus page for the patch.
If this problem was just due to conflicting files within the plugins, I should have been able to fix it by changing the load order of these mods. Right?
Thanks,
Fatal