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:
Spoiler:
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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 this 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.
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 particularly has annoying quirks if some of its perks aren't blacklisted. But the included ini file that comes with the mod should take care of that.
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.
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.
The mod has a naive "checksum" system that detects when one or more loaded scripts are not of the same release. This can happen when an older version of a script is loaded, most likely because you have outdated Honed metal translations or patches installed. Remove those and things should work fine.
Gameplay
Spoiler:
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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.
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.
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.
Craftsmen's skill shows up in the UI while you're ordering items. Sadly, atm there isn't a list of NPCs' skills, but the most skilled ones can be found in the orc strongholds. While Sergius Turrianus, Hammal, Neloth, Moth Gro-Baggol, Baldor Iron-Shaper and Erolund Graymane are all master craftsmen (max skill).
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 have several blacklisted perks which affects tempering quality if using them. In either case, there are MCM options that allow you to greatly boost NPC's smithing and enchanting abilities.
This is a feature of the mod to limit access to highly skilled NPCs. Toggle the "Restrict Craftsmen" MCM option if you want neither to obtain their favor nor join the Companions' inner circle, in case of Eorlund Graymane.
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.
Probably the most often asked question I get. I'll try to justify my default values, and why I think they are mostly fair.
Spoiler:
Show
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.
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 pluing. Let me elaborate:
Spoiler:
Show
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.
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.
Spoiler:
Show
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.
Is anyone else having an issue on version 1.6.1170.0? I'm getting the following SKSE error: "A DLL plugin has failed to load correctly... HonedMetal.dll: disabled, incompatible with current version of the game"
I've tried replacing the DLL and ini files with those included in the experimental plugin collection, but the issue persists.
For people using 1.6.1130 and the main file does not work due to SkyUI breaking or SKSE throwing issues. here's what I did
Download Honed Metal AE Version 1.23 Download SKSE Plugin Collection Move the plugin collection 1.6.1130 ini and dll and overwrite the ones in the AE version folder
And that works and loads correctly Hopefully this will help as well
That will not work correctly. 1.23 expects a completely different set of functionality from the dll that isn't present in later versions. Look into whatever error you're getting because the later versions of the mod should all work perfectly fine with 1.6.1130.
Does the respected author have a desire to make an addition to his wonderful mod like Breakable Equipment System and Loot and Degradation? These mods have long been abandoned and are not updated, despite the fact that they are not without their shortcomings, and I would really like for NPCs in the game to use sharpened and enchanted equipment.
[Google translation] If have items with the same name in your inventory and you enhance one of them, closing the enhancement screen will CTD. Is this a known issue? Or is it my personal problem?i use v1.26 skyrim SE 1.5.97
Try using either 1.24 or 1.23. From 1.25 onward, I had to make changes to SKSE itself which are part of 1.6.640+ but weren't present in older versions. Although I don't see how they would cause issues, I did no testing in any way, shape or form in 1.5. 97 because I finally upgraded to a newer stable base.
Can anyone using 1.5.97 report if tempering/enchanting works for them in similar circumstances? if doesn't, I might as well remove 1.5.97 support altogether.
I'm on 1.5.97 and this crash occurred for enchanting only, but I have not tested other methods. I'm on the latest version of the mod. But other than that it works fine. All I have to do is not enchant something with the same name for the crash to happen. Please don't drop support for 1.5.97 lots of people still play that version and your mod is a staple in my list.
Sources are in the old files section but those are old. I haven't uploaded the latest ones because I want to merge some work into SKSE first.
I spent some time today tinkering with the code and ended up finding an obscure bug which results in undesired behavior. I ended up changing quite a few things to address that, including the SKSE code I previously mentioned. Anyone experiencing this issue with 1.5.97, feel free to try this experimental dll. If this is indeed a problem caused by the mod, which has yet to be demonstrated, I may have inadvertently solved with the latest changes.
I'm sorry I can't do more. I tried downgrading from 1130 to 1.5.97 but the 'Best of Both Worlds' patcher failed and the internet connection where I'm currently staying is atrocious; which leaves Steam depot downloads out of the question.
Replacing that .dll with the one you provided seems to have fixed it for me! Thank you!
The bug was bad. Its looks like ordering an item more than once or enchanting more than one of an item ever in your play through will result in CTD. No mater how many hours of game play and saves/loads are between those orders.
Thanks for the feedback. I went ahead and uploaded a slightly corrected version of that plugin, which addresses a small bug and further refines some of the changes. I've included files for every supported game version, so everyone is free to try it out.
Re: depot downloads. 30-ish megabyte depot_489833 containing SkyrimSE.exe may be enough for testing as esm versions are irrelevant in the case of your mod, SKSE dll anyway, plugin dependencies are a different set of issues. Also not sure if binkw64 and steam64(?) dll version matters, but it is in main 7GB+ depot. That said, I'd love for the mod to verifiably work on 1.5.97 and can only say that V1.23 and maybe V1.25 (not sure as haven't played for some time) worked fine.
Not sure if anyone else is having this issue, but *any* version of this mod is giving me a "honedmetal.dll disabled, incompatible with current version of the game" error. Am I supposed to use the most recent file, then downgrade skyrim se itself, instead of using a fresh install?
If not, as far as I can tell, the mod simply does not work anymore with the update that came out 02/29/24
Hello skyliner, Very cool mod. I have a (very self inflicted) problem; I was wondering if you might know what I can do. The smiths don't temper correctly in my current game. That's because I have a rash approach to trying new mods in my existing game. In addition to Honed Metal I also use Adamant and I have recently added Adamant - Smithing Addon. This has not gone perfectly. The game is not broken, but the tempering values are wrong. When I start a new game everything is fine for my own skills and the NPC smiths.
Is there maybe a way to force the NPC smiths to recalculate their smithing skills, perks, and all that hidden stuff (Modify Tempering Health has been extremely elusive in my troubleshooting!) ?
I know this is not a problem caused by Honed Metal! But you might have some input, anyway.
As you guessed, I can't help you with that, the mod doesn't interfere with such matters. But perhaps you could take a look at fSmithingArmorMax. This game setting controls tempering magnitude for armor.
I'm having the same issue. NPCs seem to be tempering items 3 levels higher than their smithing level should suggest. Adrianne in Whiterun can temper my items to +5 despite only having 26 in smithing, and Beirand in Solitude can temper my items up to +7 while only having a 37 in smithing. After some testing, it seems the max value is fine as they can't temper anything past +10, but they are just getting extra tempering levels from somewhere and I can't find where. I've been looking in xEdit and I everything looks fine. Has anyone found a solution?
Hello, I am getting a CTD when attempting to enter Dragonsreach after requesting Farengar to refill a weapon. I am able to circumvent the crash by pulling Farengar out of Dragonsreach before entering.
711 comments
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:
If upgrading from an esl flagged esp base, 1.24 or greater, there are no requirements other than removing the previous version and installing this 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:
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.
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 particularly has annoying quirks if some of its perks aren't blacklisted. But the included ini file that comes with the mod should take care of that.
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.
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.
The mod has a naive "checksum" system that detects when one or more loaded scripts are not of the same release. This can happen when an older version of a script is loaded, most likely because you have outdated Honed metal translations or patches installed. Remove those and things should work fine.
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.
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.
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.
Craftsmen's skill shows up in the UI while you're ordering items. Sadly, atm there isn't a list of NPCs' skills, but the most skilled ones can be found in the orc strongholds. While Sergius Turrianus, Hammal, Neloth, Moth Gro-Baggol, Baldor Iron-Shaper and Erolund Graymane are all master craftsmen (max skill).
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 have several blacklisted perks which affects tempering quality if using them. In either case, there are MCM options that allow you to greatly boost NPC's smithing and enchanting abilities.
This is a feature of the mod to limit access to highly skilled NPCs. Toggle the "Restrict Craftsmen" MCM option if you want neither to obtain their favor nor join the Companions' inner circle, in case of Eorlund Graymane.
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.
Probably the most often asked question I get. I'll try to justify my default values, and why I think they are mostly fair.
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.
Here You're welcome xD
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 pluing. Let me elaborate:
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.
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.
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)
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.//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
I've tried replacing the DLL and ini files with those included in the experimental plugin collection, but the issue persists.
Could that be integrated?
Apologies if this isn't a new request.
Download Honed Metal AE Version 1.23
Download SKSE Plugin Collection
Move the plugin collection 1.6.1130 ini and dll and overwrite the ones in the AE version folder
And that works and loads correctly
Hopefully this will help as well
Look into whatever error you're getting because the later versions of the mod should all work perfectly fine with 1.6.1130.
If have items with the same name in your inventory and you enhance one of them, closing the enhancement screen will CTD. Is this a known issue? Or is it my personal problem?i use v1.26 skyrim SE 1.5.97
I have the same problem with the same versions of the mod and game
Can anyone using 1.5.97 report if tempering/enchanting works for them in similar circumstances? if doesn't, I might as well remove 1.5.97 support altogether.
@skyliner is the source available on Github to checkout?
I spent some time today tinkering with the code and ended up finding an obscure bug which results in undesired behavior. I ended up changing quite a few things to address that, including the SKSE code I previously mentioned. Anyone experiencing this issue with 1.5.97, feel free to try this experimental dll. If this is indeed a problem caused by the mod, which has yet to be demonstrated, I may have inadvertently solved with the latest changes.
I'm sorry I can't do more. I tried downgrading from 1130 to 1.5.97 but the 'Best of Both Worlds' patcher failed and the internet connection where I'm currently staying is atrocious; which leaves Steam depot downloads out of the question.
The bug was bad. Its looks like ordering an item more than once or enchanting more than one of an item ever in your play through will result in CTD. No mater how many hours of game play and saves/loads are between those orders.
I can confirm everything goes nicely with the experimental versions.
@skyliner390 i gotcha!
cheers, thanks for the cool stuff
Sad.
Well apart from Sergius Turrianus beingan a##hole!!!
If not, as far as I can tell, the mod simply does not work anymore with the update that came out 02/29/24
Very cool mod. I have a (very self inflicted) problem; I was wondering if you might know what I can do. The smiths don't temper correctly in my current game. That's because I have a rash approach to trying new mods in my existing game.
In addition to Honed Metal I also use Adamant and I have recently added Adamant - Smithing Addon. This has not gone perfectly. The game is not broken, but the tempering values are wrong. When I start a new game everything is fine for my own skills and the NPC smiths.
Is there maybe a way to force the NPC smiths to recalculate their smithing skills, perks, and all that hidden stuff (Modify Tempering Health has been extremely elusive in my troubleshooting!) ?
I know this is not a problem caused by Honed Metal! But you might have some input, anyway.
Crash Report:
https://pastebin.com/CVfqDUkx