Skyrim Special Edition

About this mod

This mod corrects inconsistencies in the crafting recipes and adds features to enhance the functionality and balance of Smithing and crafting in Skyrim.

Requirements
Permissions and credits
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The goal of this mod is to provide the most comprehensive, consistent, and customizable crafting experience in Skyrim. This mod aims to correct inconsistencies in Skyrim's crafting system and to enhance the functionality and balance of smithing and crafting in Skyrim. 

FEATURES
  • Material categories and item-type filters have been added to the SkyUI crafting menu. 
  • Crafting recipes have been reworked for greater consistency, and missing recipes have been added to the game.
  • Five new gemstones and many new jewelry items have been added, including recipes for all missing jewelry combinations.
  • Craft armored circlets that match your armor and fulfill the set requirements in place of a helmet.
  • Craft unenchanted versions of faction gear and replicas of acquired artifacts.
  • Upgrade unique leveled items. No more penalties for completing certain quests early.
  • Weapons and armor can be broken down to recover ingots or leather pieces.
  • Adjust the speed of mining and chopping wood, and the amount of ore and firewood received.
  • Ingots and other raw materials will now sort into material categories within the Smelter and Tanning Rack menus.
  • Adjust the XP rate for Smithing, and gain XP from the tanning rack, smelter, and mining.
  • Option to use an alternate formula for calculating Smithing XP that rewards experimentation and crafting higher-end items.
  • Adjust tempering and enchanting effects so that certain items receive stronger benefits than others.
  • Adjust bonuses granted to silver and stalhrim gear.
  • Many features are optional and can be customized through the Mod Configuration Menu.


SPECIAL THANKS
I want to thank DrMonops and Teabag86 for all of their assistance in updating and porting this mod. They did a ton of work and were essential in helping me to complete Complete Crafting Overhaul SE, and I can't begin to properly express how grateful I am for their help.

REQUIREMENTS
The following mods are required in order to use this mod:
CCOR uses the furniture nodes in the forge, smelter, and tanning rack crafting station meshes to detect when an item is crafted. Consequently mods which remove the furniture nodes from these meshes, such as No Crafting Animations, will break much of CCOR's functionality.

RECOMMENDATIONS
In addition to the mods above, it is strongly recommended that you also use the following:
INSTALLATION
Download and install the required files, following the installation directions found on their respective pages. Then download this mod and install using your preferred mod manager (recommended), or download manually and extract the file to your data folder.

Recommended load order:
- Unofficial Skyrim Special Edition Patch
- Weapons Armor Clothing and Clutter Fixes
- Armor & Clothing Extension (if using)
- Complete Crafting Overhaul Remastered
- Smithing Perks Overhaul SE (if using)
- Complete Alchemy & Cooking Overhaul (if using)


UPDATING
If you are updating to CCOR v2.3 from v2.0 or 2.1, then in order to re-enable the on-screen notifications, you will need to do one of the following after installing the updated version. You only need to do one of these:
1) Go to the Mod Configuration Menu, and under "Miscellaneous" you will see a Troubleshooting section. Click on the option to reactivate notifications.
2) Open the console using the ~ key and type: setini "bShowHUDMessages:Interface" 1

UNINSTALLING
Please be aware that it is never recommended to uninstall a mod mid-game. This mod is no exception. Do not expect to receive support for issues that occur due to uninstalling this mod mid-game.

SKYRIM VR
Please note that I can't provide much in the way of support for Skyrim VR. However, it has been reported that in order for one of CCOR's scripts to function properly, Skyrim VR users need to re-bind Toggle POV in controlmapvr.txt to 0x10.



IMPROVED CRAFTING MENU

Complete Crafting Overhaul adds new filters to the crafting menu that allow you to quickly and easily filter which recipes are shown. Instead of scrolling through a massive list of recipes, the menu filters can drastically reduce the number of recipes cluttering up the crafting list and help you find the items you want.
  • Material Categories. All vanilla, DLC, and CCOR-added recipes have been sorted into one of twenty different categories in the forge menu. These categories roughly correspond to the material categories from the default Skyrim crafting menu, but are designed to work specifically with the SkyUI crafting menu, and include several additional categories. The tanning rack and smelter have modified material categories appropriate to their use.
  • Style Categories. There are also Style categories available for each of the default races, as well as some of the alternative races and styles found throughout the game. While the Style categories are intended to be secondary to the Material categories, they can serve to further refine which items are displayed at the forge.
  • Item Type. Weapons, armor, and jewelry each have their own set of filters within the forge menu. These allow you to filter recipes by the specific type of item. For example, you can choose to show all two-handed weapons or just axes. Or you can choose to display only recipes for light armor, or recipes for shields, etc.
  • Exclusive to the Skyforge. There is also a special category that appears at the Skyforge. When selected, this option will display only the recipes that are unique to the Skyforge.

The crafting filters are implemented as item recipes within the crafting menu. In order to prevent spamming the screen with notifications, the "Item Added" message has been disabled while these filters are active. I recommend using Yes, I'm Sure to make these filters operate even more smoothly.

In addition to being able to select specific types of armor or weapons to display, you can also choose from a range of other options, including:
  • Recipe Origin. Within the Mod Configuration Menu, you can choose to toggle the display of recipes from different files. For example, if you've recently installed a new mod and want to more easily see the new recipes added by that mod, you can disable all of the vanilla recipes from Skyrim, plus the DLCs. You can also disable nearly all of recipes added by Complete Crafting Overhaul, and recipes added by any mods that have support or patches for CCOR.
  • Inventory Conditions. Conditions have been added to many recipes that will prevent them from appearing unless the player already has the primary component needed for the recipe. The change is most apparent for jewelry recipes, but applies to other items as well. If you prefer to see all recipes regardless of whether or not you have the required components, then this feature can be turned off in the Mod Configuration Menu.



SMITHING IMPROVEMENTS

GREATER CONSISTENCY
Complete Crafting Overhaul reworks the vanilla and DLC crafting recipes for greater consistency. Changes are based around the standard recipe formulas and material amounts that established by the vanilla game, and have been altered when necessary to increase consistency or when a reasonable lore-friendly substitute could be made to enhance immersion (replacing leather with hide for items that have the appearance of using fur). This means that in some cases, the recipes have been made simpler and require fewer ingredients, while others are slightly more complex and require an extra ingredient or two. For more information on the typical recipe formulas used by CCOR, click here.
  • Recipe Conditions. Additional conditions have been put on some recipes to avoid certain oddities. For example, the Shellbug Helmet will no longer appear in the crafting menu from the very start of the game. Bonemold & Chitin recipes will also no longer appear automatically in the crafting menu after the player takes the Steel and Elven Smithing perks. The player must first travel to Solstheim before these recipes will appear.
  • Missing Recipes. All standard, non-unique weapons and armors that didn't have recipes should now be craftable and improvable with the appropriate perks and/or quest requirements. This includes recipes for arrows that could not previously be crafted, as well as recipes for the circlets, pickaxe, woodcutter's axe, and torches.
  • Bulk recipes. New bulk recipes allow you to craft multiple items at once and can help speed up the process of smelting ore, crafting leather strips, and creating Hearthfire building materials.
  • Recipes Consistent with Item Rank and Perks. Chitin Heavy armor now requires the Advanced Smithing perk rather than the Elven perk, since its stats are closest to Steel Plate. Nordic armor can now be crafted with the Orcish Smithing perk rather than the Advanced perk, and the secondary ingot in Nordic armor has been changed from Ebony to Orichalcum. These changes maintain a greater consistency with regard to the overall progression in value and strength among the various armor types, as well as maintaining consistency with the light/heavy divide of the Smithing perk tree.
  • Jewelry Recipes. New jewelry recipes allow you to craft both regular and flawless versions of rings and necklaces.  These are represented by unique meshes to give them a distinct appearance. Flawless gemstones, emeralds, and diamonds have been added to the VendorGems list, so there is now a chance that they will be available to purchase from merchants.
  • Nord Hero armor. Nord Hero armors have been added to complement the Nord Hero weapons. Like the weapons, they require the Skyforge to craft.
  • Faction Gear. Once you've joined and progressed through various factions, you'll be able to craft the related faction armors. This means you can only craft Imperial gear after joining the Imperial Legion; you can only craft Stormcloak gear after you've joined the Stormcloak's, etc.
  • Heavy vs Light Stalhrim. Quicksilver is now the secondary ingot used for Light Stalhrim, and Ebony is the secondary ingot for Heavy Stalhrim. This is more consistent with other armor types and with the presumed properties of these materials. Stalhrim Light armor can now be crafted with the Glass perk rather than Ebony, while Stalhrim Heavy still requires the Ebony perk. Stalhrim weapons can be crafted with either the Glass or Ebony perk, and they now require Quicksilver as a secondary component (to reflect both the appearance of the weapons and their lighter weight).

CRAFTING OPTIONS
  • Recipe Complexity. Choose whether you want recipes to be simplified to their basic ingredients or whether they should include additional ingredients like pelts or wood in order to more closely represent their in-game appearance.
  • Generic Hides. In order to facilitate crafting items that require pelts and hides, CCOR uses a generic hide item called Fur Plate which can be produced at the tanning rack from different hides. If you prefer recipes that require specific hides, then you can opt for this in the MCM. In most cases, specific recipes that require deer hides will support using either deer or elk hides.
  • Silver & Gold Smithing. Since neither Silver nor Gold have perks associated with them, this option allows you to set a Smithing Skill level required to craft silver and gold items. By default, this is set to skill level 30 for Silver and level 60 for Gold. In addition to the skill requirement, the Basic (Steel) Smithing perk is also required to craft these items.
  • Dawnguard Items. Dawnguard armor and weapons can now be crafted at any forge instead of being restricted to the forge in Fort Dawnguard. Crossbows and bolts can be found throughout Skyrim.
  • The Dark Art of Daedric Smithing. This lore-friendly option allows you to disable Daedric crafting during daytime hours. If enabled, Daedric items can only be created at night (between 9pm and 5am).
  • More Jewelry. Additional jewelry items have been added with new gemstones and gemstone combinations not present in the vanilla game. These new items are enabled by default and will be available to craft and show up in leveled lists. You can choose to disable these items in the MCM.
  • Unenchanted Variations. Some items in the game, like divine amulets and Thieves Guild and Dark Brotherhood armors are now available to craft in unenchanted forms. The faction armors are only available after you've joined the faction.
  • Specialty Gear. Instead of quest requirements, a new method has been added by which you can learn to craft non-joinable faction gear. Currently this includes Falmer, Forsworn, and Ancient Nord. If you have the proper perks, then you will be able to take gear that you find to the forge and break it down to learn the construction techniques that were used to craft it. Once you've broken down enough pieces (generally 3-4 items) you will gain enough knowledge to be able to replicate those styles.
  • Artifact Replicas. New recipes have been added which will allow you to craft unenchanted versions of unique, one-of-a-kind items. This option is disabled by default, and you must enable this option in the MCM before these recipes will be available. All of these recipes have either quest requirements or require that you have the original artifact in your inventory.
  • Matching Set Circlets. New armored circlets have been added which correspond to each of the different armor sets. These circlets will fulfill the Matching Set perk requirements when worn with other armor pieces from the same set. They have stats identical to the related helmet and are meant to provide an alternative for players who simply prefer to see more of their character's face. They can also be rather useful with mods like Frostfall, where you might want the exposure protection of a hood without having to sacrifice the armor protection provided by a helmet. With these armored circlets you can essentially create your own hooded helmets. These recipes are completely optional, and must be enabled in the MCM.
  • Break down Items. A much more efficient way to acquire crafting supplies is to reclaim the material from existing items. Weapons, armor, and even miscellaneous items can be broken down into base materials using the smelter or tanning rack. The breakdown recipes in CCOR are also conditioned to protect your favorite or equipped items from accidental smelting.
  • Leveled Items. Crafting recipes are included that allow you to upgrade any unique leveled items you have. These recipes will appear in the Miscellaneous category at the forge once your character reaches the appropriate level to upgrade the item. You can also find additional options in the MCM to level up these items automatically or via spell.



MINING & MATERIALS

The first step for any blacksmith or craftsman is gathering the necessary materials. Complete Crafting Overhaul changes the way you acquire materials and adds new options to help you customize this aspect of crafting. It adjusts the relationship between raw materials and finished products so that recipes will now be more logically consistent; finished products will weigh less (due to wasted material) and cost more (addition skill & labor = added value) than the sum of their material components. While not all items have been thoroughly addressed, the weight and value of items like hide, leather, ores, ingots, dwemer scrap, gemstones, and jewelry should now reflect a more realistic and balanced transition from raw material to finished product.

RAW MATERIALS
  • Ore to Ingot Ratio. Five ores are now needed to make an ingot, and ores weigh more and cost less relative to ingots. This was done primarily for realism and immersion. Miners are obviously not wealthy people, and mining is a fairly labor intensive means to produce metal. However, this also means that you can now actually increase your profits by taking the time to smelt the ore you collect, as the resulting metal is worth significantly more than the raw ore (and weighs much less). Dwemer scrap remains the most efficient means of producing ingots.
  • Dwemer Scrap. Dwemer scrap and smelter recipes are now balanced and consistent. Weight and value have been adjusted to make sense relative to the size of the piece and the number of ingots it will produce. New recipes have also been added that allow previously un-smeltable items to be turned into ingots. It is also possible to mix and match smaller Dwemer items when smelting them into ingots.
  • Charcoal + Iron = Steel. Charcoal can be created at the smelter using firewood and other miscellaneous wood clutter.
  • New Alloys. Two new alloys have been added to help maintain consistency in the crafting formulas. Calcinium, an alloy of Moonstone and Copper, is now the primary material in Elven crafting and gives Elven items their characteristic golden hue. Galatite, an alloy of Steel and Quicksilver, is used for more advanced gear, and is a favorite of skilled Nordic smiths.
  • Dyed Leather. Black or red leather items now require either black or red leather to craft. Black leather can be created at the tanning rack with leather + iron ore. Red leather requires leather + creep cluster.
  • Rename Materials. Certain materials can be renamed to retain consistency with previous Elder Scrolls games or to provide for slightly more geologically-sound naming conventions. Corundum can be renamed to Copper; Quicksilver to Mithril; and Malachite to either Glass or Moldavite. These are all completely optional; you can choose to rename any, all, or none of them.

MINING ORE & CHOPPING WOOD
  • Mining Speed and Amount of Ore. New options allow you to configure the speed and number of ores received from mining. You can customize this rate to be significantly faster for greater efficiency or longer for increased realism and role-playing. You can also determine the number of ores that can be mined from each vein or deposit. Several presets have been included for your convenience, but you can also choose to fully customize the settings.
  • Experience from Mining. Choose whether you wish to receive smithing experience from mining and the amount of experience earned.
  • Stalhrim. To maintain consistency with the base game, Stalhrim will still require twice as many hits as a regular ore vein. Please keep this in mind if you decide to slow mining down by requiring more strikes.
  • Firewood. Wood chopping has similar configurable options as those described for mining. You can choose the amount of firewood received per chop, as well as the maximum amount received before you need to re-activate the chopping block.

GEMSTONES
  • Rough Gemstones. Rough gemstones are acquired through mining. Take the rough gemstones to a forge to "cut" them and determine their worth.
  • New Gemstones. CCOR adds two new precious gems (peridot and aquamarine) and three semi-precious stones (opal, onyx, and amber). These new gemstones can be acquired from mining ores and clay, will appear in leveled lists, and can be used to craft jewelry items.
  • Gemstone Chance. You can customize the percent chance of getting a gemstone while mining (vanilla default is 10% chance). An additional setting also allows you to determine the percent chance that a rough gem will turn out to be a flawless gemstone.
  • Blackreach deposits. Black Soul Gems were removed from list of possible soul gems you can mine from Blackreach since, according to lore, black soul gems are created and are not naturally occurring. The Leveled/Unleveled gem options will also apply to the soul gems mined from Geode veins in Blackreach.
  • Ore Associations. Certain gems are now tied to specific ore types and the quality of the gem received is no longer tied to the player's level. You have the option to revert back to the vanilla leveled lists or, alternatively, to use unleveled lists but without the gem/ore association. For a list of the new gem/ore associations, click here.


CREDITS
I want to thank the following mod authors who have generously allowed for their work to be used in this mod.
Thank you so much for permitting your work and resources to be included here!

  • DrMonops for creating the armored circlets, new gemstones, and jewelry combinations.
  • Saerileth for most of the gemstone and jewelry assets used in this mod.
  • Brumbek for ring textures and meshes.
  • Gamwich for ring textures.
  • Dragten for the leather variations and assorted buckles.
  • QuickFox for a few of the Armored Circlet meshes.
  • quixoticynic for allowing me to use his PRUFEI - Protection System.
  • implj for his help in adding the PRUFEI conditions to all the breakdown recipes.
  • Eckss for his assistance in developing the Integrated Compatibility feature used by this mod.
  • Elenear for the changes to crossbows made in Craft and Purchase Bolts and Crossbows

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