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  1. skyliner390
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    What's new:
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    If you're coming from previous, older versions of the mod and wondering what has changed with these last releases, I encourage you to look at the changelogs. For those wanting a quick summary, here's a brief overview of the most important changes.

    Series 1.2+ constitute a big departure from the manner in which the internal mechanisms of the mod operated in previous versions. A new SKSE plugin was implemented to handle previously hacky, sluggish tasks in a fast, efficient manner and accomplish things that were simply not possible before. After 3 iterations, the result is a completely seamless experience that feels as intuitive and native as if it were part of the original game, almost.

    Firstly, removing all inventory items when tempering/enchanting is not necessary anymore, nor there's need to give the equipment to craftsmen before requesting services; all items in inventory will be available for modification at once. Hotkeys and favorites will no longer be unbound/lost after requesting tempering services. The mod will be able to correctly detect the modification (tempering/enchanting) of all items -including those without slot masks- and exactly detect the correct engine-assigned cost of all items as shown on the UI. Extraneous items or tokens used as a means of control by other mods will no longer appear as part of an order. Performance has improved to the point where the processing time after requesting services is almost imperceptible and the need for compatibility patches for perk overhaul mods has been eliminated (or at least shifted from inclusion to exclusion) since the mod is able to detect all perks dynamically at runtime instead of relying on static records. Details on these and all other changes can be found by reading the changelog records in the logs tab.

    Upgrade Instructions:
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    Warning: outstanding orders will be lost during the upgrade. Make sure to retrieve them before you start the process.
    If upgrading from an esl flagged esp base, 1.24 or greater, there are no requirements other than removing the previous version and installing the latest one. You will see an in-game message indicating the mod has been updated and that's all. Happy gaming.

    If upgrading from any other version, the process is a bit more involved. Please use the following steps:

    • Go to the MCM and use the 'Uninstall' option.
    • Save the game.
    • Remove the mod with your favorite mod manager.
    • Run your SkyProc, Smash or any other patchers you use.
    • Open the game, save and exit.
    • Install the new version of the mod.
    • Re-run your patchers.
    • Open the game and enjoy the new version.

    Addons that may be of interest to you:
    MCM Loader Automatically restores your MCM modifications so you don't have to re-apply them on each new game/character.


    Addons that are no longer necessary:
    Ordinator Perks for HM Incompatible and unneeded. The mod's included ini file already disables all harmful Ordinator Perks.
    HM ini for Ordinator Unneeded. The mod's included ini file already disables all incompatible Ordinator Perks.
    HM Revoiced Unneeded. incompatible with the latest versions. The latest editions of HM already use the voice linking method used in this mod, incorporate some of its lines and include additional ones. Unless updated to further expand my work in 1.24+, this is obsolete.
    Materials additions Version 1.26 greatly expanded the mod's default materials lists. There should be no reason -and I recommend not- to use anything else. If you need to craft an item, the recipe of which requires a material not covered by these lists, find the material yourself and keep it in your inventory when placing an order. The order will be completed faster and you will save money. If the recipe requires another craftable item, you can simply order the requirement and use it to craft the item, all within the same order. This has always been allowed in the mod.
  2. skyliner390
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    Frequently Asked Questions

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    Compatibility

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    ladyvoldything: Is this compatible with Ordinator, X, Y or Z?
    Yes, it is compatible with all perk overhaul mods out of the box. Although, it may be necessary to blacklist certain perks depending on the overhaul you're using. Check the HonedMetal.ini file in Data/SKSE/pllugins/ for more info. Ordinator in particular has annoying quirks if some of its perks aren't blacklisted. However, the default ini file included in the mod should take care of that.


    Troubleshooting

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    RoyErlich: "script version mismatch..." ok so that's the problem... I guess the problem is in the script but I don't know what to look for.
    The mod has a naive "checksum" system that detects when one or more of its loaded scripts are not of the same release. This happens when a different version of a script (either older or newer) is used by the game, most likely due to an outdated Honed Metal patch or translation mod. Once the offending mod is removed, the error will disappear and everything should work correctly.


    A few people: Items go straight to my inventory after crafting/enchanting, I don't have to pay or wait!
    if all items go straight to your inventory This means the dll plugin is not receiving UI updates. Most likely because of some mod you have messing with SkyUI's swf files. Check which one of your mods changes or is related/affects the user interface.

    kundrun: if I order an enchanted item with this mod, I cannot learn that enchantment in the future. The item shows greyed out in the Disenchant tab, as if I already know the enchantment.
    Indeed, that is a technical limitation of the mod. Something I may be able to overcome in the future, but is not a priority at the moment.

    markiqwer: I have an issue with crafting... I am prompted with choices of (elven or dwarven, ebony or glass, daedric or dragonbone )
    Relentlessx757: So far I've only spoken to alvor to craft/smith and my character gets stripped and I have to re-equip whatever I was wearing. Is this intentional?
    All these issues are caused by perks that are not supposed to be used during HM's processes. The mod needs to be told not to use them through the ini file. Perks form Ordinator, and a few other perk overhaul mods are already defined in the ini, but other overhauls may have similar problems and require manual intervention. Make sure the ini is correctly placed in the SKSE/Plugins/ folder.

    HavenofDarkness: Is there a way to get Eorlund Greymane to craft above flawless for leather armor? Honestly if that's the highest he can go I may as well do it myself.
    Certain mods, like Requiem, restrict the tempering values so that not all weapons/materials can be improved up to legendary. Make sure you're not using one of those. Other mods may have blacklisted perks, the lack of which can affect tempering quality. In either case, there are MCM options that allow you to significantly boost NPC's smithing and enchanting abilities.

    MajorCyco: I am running AE v1.6.640. If I select that version when using the FOMOD installer, I get a .dll error message when I start the game.
    The FOMOD installer can't detect the version of the game present, and the default dll file selected isn't intended to be the correct one to install. It's the responsibility of the user to determine their Skyrim version and select the correct dll from the list. Each dll has been tested and verified to work with the version of the game it was compiled for. An SKSE error upon starting the game simply means you selected the incorrect dll for your actual game version. Either that or your mod installer messed up the file copy.

    Gameplay

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    nanashi50: I asked an NPC to craft me something and he rejected me saying "Not my problem".
    This is a feature of the mod which limits access to highly skilled NPCs. Toggle the "Restrict Craftsmen" MCM option off if you want neither to obtain their favor nor join the Companions' inner circle, in case of Eorlund Graymane.

    Typically, an NPC's favor is obtained by completing their quests, but internally the mod only checks for disposition. Any method which raises their disposition to a level of "friend" or higher, will suffice.

    ipsBlockquote: I was just thinking if I got an enchanter to level 100, would it be possible to have that enchanter grant two enchantments on weapons & armour?
    Yes. Although, if you are using Requiem or Perma, the mod will disable dual enchantments by default. This is because these mods reduce the effectiveness of enchantments when dual enchantments are applied. For the convenience of players using these overhauls, dual enchantments can be toggled on and off in the MCM.

    Players using perk overhaul mods that behave similarly may define dual enchantment perks in the mod's ini file to activate them at will with the MCM option, too.

    JKM17: Is there a way to add Summermyst's enchantments to this mod so that NPCs can enchant my weapons with those enchantments?
    You can disenchant an item with the desired enchantment, and all enchanters will have that enchantment from then on.
    Alternatively, a patch can be made by adding the desired enchantments into the formlist the mod uses for that purpose.

    Slonez1: Would there be a way to have Smiths learn or have in their inventory some of the Mod crafting books? Thinking about the books you either need to read or keep in your inventory to craft some of the modded armor and weapons.
    Just keep whatever book/recipe you want, in your inventory -before requesting services- and it will show up in the menu. You can provide your own materials the same way.

    VeeCeeks: Curious, is there a way to see all the smithing levels of all the blacksmiths? Or a way to see it when you talk to them?
    Craftsmen's skill shows up in the UI while you're ordering items. But, here's an exhaustive list, courtesy of my1337:
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    Blacksmiths:
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    128    Eorlund Gray-Mane
    100    Moth gro-Bagol
    100    Baldor Iron-Shaper
    92    Shuftharz
    88    Dushnamub
    84    Gharol
    80    Garakh
    78    Ghorza gra-Bagol
    76    Balimund
    76    Glover Mallory
    72    Beirand
    68    Hestla
    64    Oengul War-Anvil
    56    Arnskar Ember-Master
    56    Adrianne Avenicci
    56    Ulfberth War Bear
    48    Lod
    40    Asbjorn Fire-Tamer
    32    Rustleif
    28    Alvor
    24    Filnjar

    Enchanters:
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    100Hammal
    100Sergius Turrianus
    100Neloth
    88 Cacelmo
    80 Wuunferth the Unliving
    72 Sybille Stentor
    64 Wylandriah
    56 Farengar Secret-Fire
    48 Dravynea the Stoneweaver
    32 Falion


    In the case of Eorlund, his skill greatly surpasses that of his peers. This is both for lore reasons and to provide a way to achieve enchanting and tempering magnitudes only available to max skilled players using crafting/enchanting boosts. This is counterbalanced by the need to join the companions' inner circle to be able to obtain his services.

    jlaMods: Im trying to get Hamal to enchant for me, but she just says "not now". I did the Dibella quest but she still wont do it. What am i missing?
    Enchanters who are not tagged with the "offers services" flag by the game have established "working hours" between 8am - 9pm. Enchanters who are correctly flagged will offer enchanting for the duration of their "offers services" package. In either case, if visiting them outside the allowed time window, they will refuse to take any orders. The refusal dialogue will vary from enchanter to enchanter since not all had appropriate or indicative lines I could use for this purpose.

    Kazzerk: Can I know the price before the order? Or only when I go to take my order? Thanks
    Ranzan27: Is there anyway to see how much the order will cost before making it? Its very hard to judge what I can and cannot afford. Plus why not be able to pay up front also? That way the courier can deliver the order to us.
    I've given this some thought and determined that the most unobtrusive way to do this is by embedding the order cost into the UI. When I'll be able to do this I can't tell. But for now, you can adjust the price of the order through the MCM and it will be dynamically updated in the purchase menu. Or instead you can tell the NPC you'd like to cancel the order, if that's your preference.

    Everyone and their mother: Prices are ridiculous, what gives?
    Probably the most often asked question I get. I'll try to justify my default values, and why I think they are mostly fair.
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    Firstly, you must understand that craftsmen are not merchants. They might have some stock for sale which may or may not be of their doing, but their primary trade is fulfilling orders for clients and they can set whichever price seems reasonable to them. They're providing a service and charge you for their time and effort, not necessarily the product they make or modify.

    Secondly, prices *will differ* between craftsmen, widely. With the most skilled smiths charging close to 50% more for the same work. This is by design. I wanted to keep all craftsmen relevant throughout the game, as opposed to going to Eorlund Graymane and have him craft everything you'll ever need. No, if you go to the most skilled blacksmith in all Skyrim and ask him to craft you 100 nails expecting him to charge you cost value, you are in for a surprise. He will charge you a hefty premium and rightly so. You should go to him to get stuff that no other blacksmith can make. If you want iron arrows at cost, go scour Skyrim for the sketchiest backwater alley blacksmith you can find and have him do the job. This isn't only immersive but it helps keep the game fresh and encourages exploration.

    As a rule of thumb, if you want to save money always go the lowest skilled craftsman that can work with the material you require. With novice smiths (less than 25 in smithing) you can end up paying less than cost value for your items -although the range of things they can actually make is rather limited. As for enchanting, the cost difference between low and high skilled enchanters will by much higher. Try to find a balance between power and cost and ask yourself if you really need that extra +10 fire damage.
    If you want the absolute best, expect your coin purse to take a hit... On the up side, bringing your own materials avoids incurring lots of extra cost since a single grand soulgem can cost up to 1500 gold.

    Of course, if you are not happy with the default values, feel free to change the cost sliders and experiment. Make a backup save, set the time sliders to 0 to receive your items instantly and go nuts enchanting different items at different skill levels until you're happy with the results.


    LadyBonner: Where can I get me a piece of that hunk in the pictures?
    Here You're welcome xD

    Technical

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    Too many: Why is the Address Library not supported?

    Contrary to what it might seem, I do not enjoy having to recompile the plugin every time Bethesda decides to sell a new lollipop in their Skyrim store. Very much the opposite, in fact. There's a simple reason why I don't support the Address Library already (AL from now on): it's of no use with the current way the plugin is coded. To make use of it, I have to rewrite the plugin. Let me elaborate:
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    There are two kinds of SKSE plugins. Those that use SKSE as a platform to hook their changes into the game but otherwise do their own thing independently from SKSE, modify their own addresses, decrypt their own functions, etc. And then there's those plugins that use SKSE code directly, utilizing their functions, provided classes, structures and fields. The AL is intended more toward the former category, while my plugin belongs to the latter. I depend on SKSE directly because even when I only use a small subset of their code, much of it still gets embedded into my dll. And while things are unlikely to change much between releases, there's no guarantee that will always be the case. So it's necessary to reconcile my changes with theirs on each new version.

    Now, there's a third category, which isn't a category of its own but is the reason why you see so many mods using the AL -and I reckon the reason why in recent times SKSE plugins have sort of exploded: CommonLibSSE. Technically speaking, CommonLibSSE belongs to the first category of SKSE plugins, but it's much more than that. It not only does its own thing, it does its own thing while re-implementing and greatly expanding upon the features SKSE offers, providing a platform for others to use and serving as a sort of bridge -a middleman if you will- between plugin developers and SKSE. This not only makes it much easier to develop new plugins but offers the luxury of having builtin support for the AL without developers having to do anything.

    When I started developing the plugin earlier last year, I was working on LE where there are no issues with Bethesda breaking stuff every other day, and SKSE has remained the same for years. I wasn't aware of any AL, CommonLib or the likes. I simply sat down one day, installed VS, loaded the SKSE solution and started hacking. SSE was the last thing my mind at the time; I did not like it and had no intention to play it. Fast forward a few months and I had a change of heart about SSE after playing Enderal; plus I knew it wouldn't be fair to leave SSE users hanging, whom up until that point had been fine using unofficial ports but with the new dll would need my help to get a working version of the mod... And so I started to delve into SSE, but by that time I already had a working SKSE plugin and wasn't about to start from scratch -although, I wish I had because CommonLibSSE isn't just easier to work with but offers much functionality that isn't available in the raw SKSE. On the other hand, I'm not sure how I would have managed to reconcile the SSE and LE versions since -as fair as I know- CommonLib isn't compatible with LE.


    Avastgard: Are there any plans to extend this functionality to alchemy? It's a shame it doesn't support it already.
    ColossusX13: Any chance you will add alchemy to a future version?
    Something like this mod But with your modding touch that I've grown to know and love.
    While I would like to support alchemy, and at one point actively tried to do it, the current limitations of the game forbid it; at least in the way I would like to do it. The main issue here is with ingredient discovery and even though there are ways to work around it, I am not happy with any of them. So I concluded a SKSE solution needs to be developed to properly implement alchemy. I might be able to do this in the future, since I already use SKSE to handle the other services.

    That said, alchemy isn't like the other disciplines. Barring a specific mod-added potion that can only be obtained by brewing it, you can obtain the same benefits of having alchemists brew potions for you by using mods that increase the variety and amount of potions alchemists offer. I have found two mods which do just that: Exhibit A and Exhibit B. I know this isn't a perfect solution but it's all is available now.

    Possibly someone, maybe: How do I register for and use a HM mod event?
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    First of all, take a look here: https://ck.uesp.net/wiki/RegisterForModEvent_-_Form
    HM will emit two events when starting and finishing its processes, "HMServiceStarted" and "HMServiceFinished", respectively. You can use these names to register for the mod events and when receiving them, the "numArg" parameter will contain which service HM is processing:
        if (num == 1)
            //crafting service
        else if (num == 2)
            //enchant services
        else if (num == 3)
            //temper armor AND weapons
        else if (num == 4)
            //temper armor
        else if (num == 5)
            //temper weapons
        else if (num == 6)
            //recharge service
        else if (num == 7)
            //tanning rack
    The "sender" parameter will contain the mod's main quest object, which is the one that sent the event; you can use this object to query properties or call functions in any of the scripts associated with this quest.


  3. fileclipper
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    Is this compatible with Vokrii?
  4. mexicutioner558
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    Idk if I'm crazy but I got a weapon enchanted and the cost was 8000 which I didn't have so I started grinding potions and selling them over several in game days. When I came back to pick it up the cost jumped to 15000. Is this a little glitch or did I miss something? Does the cost increase the longer you leave it with the person?
  5. xenaguyofguy
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    what i think would be nice feature would be allowing the player to supply the blacksmith with their own materials in exchange for a slightly lesser price.
  6. Wolfeman77346
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    So I have identified a conflicting mod, and wish to edit the HonedMetal.ini and exclude the list of 18 perk ID's from the mod. 

    What do the actual entry line(s) in the .ini look like?
  7. MistahJustice
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    Is there a way to allow Eorlund Gray Mane to sell his services to me (either by console or something else) I know you can turn off the the restrict craftmen feature but I want to keep it on since I think I bugged out my companions due to "At your own pace" Allowing you to skip the accept werewolf which is the trigger for you to be part of the "Inner circle" of the companions.


    I already tried setting his disposition even up to 3(Ally) But it seems
    Eorlund is special and needs the companions quest complete (Even though
    the companions already call me harbinger)
  8. robinscott290
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    1. I received enchanting service by winterhold enchanter.
    2. I ordered all 4 armor pieces, 1 ring, 1 amulet.
    3. Armors were given to me right after enchanting UI is closed without any cost. But ring and amulet took times and money to get them like the other service like tempering crafting etc.

    is this glitched or intended?
    1. robinscott290
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      I found out the cause.

      'Essential Favorites' prevents the favorited items from working normally.
      If I de-favorite the items, then it works without problem.

      +.
      I changed ini settings of 'Essential Favorites'
      and now without de-favorite, Honed Metal works without problem.

      [Settings]
      ;Prevents favorited items from being sold
      No Bartering = true
      ;Prevents favorited weapons from being disarmed
      No Disarm = false
      ;Prevents favorited ingredients from being used in alchemy
      No Alchemy = false
      ;Prevents favorited items from being crafted
      No Crafting = false
      ;Prevents favorited items from being disenchanted
      No Disenchanting = false
      ;Prevents favorited items from being dropped
      No Drop Item = false
      ;Prevents favorited items from being gifted
      No Gifting = false
  9. fishman
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    Where do I start? I LOVE this mod, BUT this mod has caused me more issues than any other mod that I have ever used before. That's saying a lot because between Skyrim and SE, I've logged about 5000 hours playing this game.

    I must respectfully disagree with your statement that this mod is compatible with everything. It clearly isn't. When you have 800 mods, this mod creates more of a mess than any other mod that I've ever used. Most of my mods are texture mods, and I generally use very light mods. I also have a beast of a gaming computer.

    The good thing is that honed metal can be removed relatively easily. After following your directions and using resaver, I was able to clean my most recent vampire save. I'm going to go back and remove this from my other vampire playthroughs as well.

    What prompted the removal of this mod is that I would get a series of honed metal "update" stacking errors whenever I would turn into a vampire lord. After accumulating enough of these errors, in a short period of time, I would get stuck in Vampire Lord form. Historically, I almost never play vampires, so I literally used this mod for YEARS without knowing that it could cause so many issues.

    Also, any time that the game transitions into a "video" where you basically watch the NPCs interact, like with Harkon's tutorial or when you interact with Mercer and Karliah, and many of the sex scenes in OSTIM, it would accumulate stacking errors. When transformed as a Vampire Lord, I would have to drain a few enemies at a time and quickly revert or I'd get stuck. It was not fun at all to play vampires. I always thought that there was something wrong with my vampire mods. That doesn't seem to be the case here.

    Again, in many cases, i didn't know that I even had these stacking error issues until I had enough of them that I would get stuck in VL form as a vampire. Then I'd save the game, exit the game, and check for stacking errors in resaver.

    Again, this only seems to be a problem when playing as a vampire. Being in vampire lord form is the quickest way to get these issues, but you can also have these issues as a regular vampire when you feed or get forced into any signifcant animation. After watching the Salem's Lot remake and Nosferatu, I recently started up 6 vampires. That is when I realized that I had an issue with this mod.

    I just removed this mod in one of more recent vampire builds and ALL of these problems seem to have been solved. I transformed into a Vampire Lord and went out on a lengthy rampage and had no stacking errors and was able to revert form with no problem. I
    've never been able to do this. I always had issues with vampires, which was the main reason that i avoided playing them.

    What I will do in the future is add this mod when I need to hone equipment or enchant items and then I will absolutely need to remove it whenever playing vampires. Previously, I could see that Honed Metal was causing the issues, but I was afraid to remove the mod because I literally have 32 play throughs.

    I wasted so much time trying to work around the issues. Now the issues seem to be solved. I wish that I could just use this mod freely, but that doesn't appear to be possible in my case. The mod is remarkable when playing non-vampires. When playing vampires, it's a nightmare for me.
  10. slonez1
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    I recently swapped to gog version, but I've used 1.5.97 for years previously.  in both editions I have this problem, which is apparently unique.
    The mod crafts or tempers my stuff, and I asking about my order, and then the conversation ends and I see a message that the trader is not identified.   
  11. Axland
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    I know this can sound a petty request but in blacksmithing there is no retempering if the blade is not damaged. So basically what in Skyrim is naming temper in fact must be named reforge. There is one optimal tempering for each material and you can't further improve the equipment unless there is a reforge.
    1. Axland
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      I forgot to say that I like much the mod, because not forcing the player to be a master blacksmith not only is practical, also immersive. So totally endorsed.
    2. Axland
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      I also forgot to say that I use Disable Smithing Upgrades, so there is no temptation to use this mechanic as a cheat in the player's side. It's the best way I found to have a credible smithing in Skyrim.
  12. famouscommercial
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    receiving items immediately (by design I set all the timer to 0) but I'm not being charged for any of it and I didn't change default multipliers can someone give me some troubleshooting methods or assistance?