As of today, the official releases of my Skyrim mods are exclusive to the Nexus, where they will remain freely accessible, with permissions as open as I can make them, in perpetuity. I will no longer be hosting any of my work on Bethesda.net, and will not be supporting paid mods in any capacity (with the exception of any Creations released on or before November 11th, 2021, which I may make at my sole discretion). I apologize for any inconvenience this may cause.
Hey, Smol. The two fishing rods that were touched by the Fishing Patch need to have their critical damage reduced to 2 for the Dwarven fishing rod, and 1 for the normal Fishing Rod. The latest update to the Unofficial Patch changed these to keep them in line with how Skyrim deals with critical damage in general and I figured you would want to integrate those changes into your patch.
This mod does not use the same method to delevel quest rewards that Best Version of Quest Rewards does, but the good news is that each mod does it in such a way that it is still compatible with the other. So, you don't need Best Version of Quest Rewards if you have this, but it doesn't hurt to have it as, say, a redundant safeguard.
Quest Reward Ascension makes it so that if you were given a lower-level version of an item before installing this mod and/or Best Version of Quest Rewards, you become able to upgrade it once you reach a level that would qualify you for a better version in the vanilla game. Again, you don't need Quest Reward Ascension if you're starting a new game with this mod installed, but it doesn't hurt.
Silvercraft will result in duplicate recipes for breaking down silver items at a smelter, as my mod already has recipes to do this and there's no mechanism for checking whether other mods add the same or similar recipes. If you prefer Silvercraft's recipes and would prefer not to see mine, you can load my mod up in xEdit and remove any recipes that would break down the same items that Silvercraft does; otherwise, Silvercraft is unnecessary with this mod installed.
Tl;dr: You don't need any of the three mods you linked if you have this mod installed, but the former two can be installed without issue and the only problem with the latter is that it will result in duplicate smelting recipes.
Thanks, then this mod goes into load order. I'll be keeping quest item mods just in case. Using own crafted swords and armors anyway, so those items aren't really "important" for my character.
If I might give some friendly advice that would serve you better than a "yes" or "no" answer - because, in this case, neither is entirely accurate - I would recommend that you read the mod descriptions.
Here's a hint: Tinkerer is modular, and the description explains what each module does. The description also contains a compatibility section that, even without naming any mods, will undoubtedly give you some guidance as to how you can know whether a given mod is compatible and what to do if it isn't.
I don't anticipate the need for very many more updates considering this mod's small footprint - I waited to make the mod modular until I was satisfied that it was feature-complete. If the need arises, I'll update every file if I can, but at the very least the two main files (my recommendation and the AIO) will remain up-to-date.
Thanks, I've merged two recommended modules (maybe I'll add one more to the mix) into one file. Finally load order looks kind of right and ready for playthrough :)
And right when I did it... you've uploaded new version
Heh, sorry. Just realized some of the weapon prerequisites were a little too harsh, so dialed them back to Steel Smithing. Only three files, including the AIO, are affected by this change.
Hi, is there a way to toggle the tanning/smelting experience gain? My char can get to 25 Smithing just doing some casual hunting/mining around Whiterun.
Not really. Fortunately, removing the feature from your game is as simple as loading Tinkerer in xEdit and deleting its Furniture tab.
Edit: these features are no longer included in the main file as of 2.0.1, but are still available to those who want them as a standalone module or in the all-in-one file.
I really like what you've done here, but I notice there's no breakdown recipes for armor and weapons. Is there a mod for that you'd recommend to go with this?
Such mods exist, sure, but there are none in particular that I’d recommend. Having the ability to break down weapons and armor opens a door to several issues and exploits I’d rather leave closed, be it anything from infinite crafting loops to accidentally smelting an enchanted or favorited item. (Also, the blacksmith who made that armor or weapon would cry. You monster.)
I chose to make Tinkerer as I did in order to give Smithing some much-needed quality-of-life changes, not to overhaul it entirely. Hope that’s okay!
The addon doesn't affect the items themselves, but the leveled lists that distribute the various versions of those items. Some mods already use the same or similar methodology to unlevel the items; this addon is here for those who don't have those mods or don't mind the overlap.
Simple Crafting Extension has been reimagined under a new name for its 2.0 release: Tinkerer - A Crafting Addon. Thank you all for your patience and support.
anyone know how to make a working crafting recipe for torches without adding scripts?
Hi there, what do you mean by "Delevels" the weapon quest rewards? Do you reduce their levels down to the worst? Or is it a removal of level requirements, meaning they are always their best version? Delevel means to lower so I'm confused. Thank you for your time!
Delevel as in off, away - that is to say, it removes the level requirements, ensuring the best version is received at any level. Seeing as the rest of this mod's features are quality-of-life changes, I should certainly hope users don't expect their item rewards to change for the worse.
32 comments
If this mod can replace two or three of them it'd be nice.
This mod does not use the same method to delevel quest rewards that Best Version of Quest Rewards does, but the good news is that each mod does it in such a way that it is still compatible with the other. So, you don't need Best Version of Quest Rewards if you have this, but it doesn't hurt to have it as, say, a redundant safeguard.
Quest Reward Ascension makes it so that if you were given a lower-level version of an item before installing this mod and/or Best Version of Quest Rewards, you become able to upgrade it once you reach a level that would qualify you for a better version in the vanilla game. Again, you don't need Quest Reward Ascension if you're starting a new game with this mod installed, but it doesn't hurt.
Silvercraft will result in duplicate recipes for breaking down silver items at a smelter, as my mod already has recipes to do this and there's no mechanism for checking whether other mods add the same or similar recipes. If you prefer Silvercraft's recipes and would prefer not to see mine, you can load my mod up in xEdit and remove any recipes that would break down the same items that Silvercraft does; otherwise, Silvercraft is unnecessary with this mod installed.
Tl;dr: You don't need any of the three mods you linked if you have this mod installed, but the former two can be installed without issue and the only problem with the latter is that it will result in duplicate smelting recipes.
Here's a hint: Tinkerer is modular, and the description explains what each module does. The description also contains a compatibility section that, even without naming any mods, will undoubtedly give you some guidance as to how you can know whether a given mod is compatible and what to do if it isn't.
And right when I did it... you've uploaded new version
Edit: these features are no longer included in the main file as of 2.0.1, but are still available to those who want them as a standalone module or in the all-in-one file.
What's the old mod name was by the way?I chose to make Tinkerer as I did in order to give Smithing some much-needed quality-of-life changes, not to overhaul it entirely. Hope that’s okay!
anyone know how to make a working crafting recipe for torches without adding scripts?