regarding the smim smelter patch, does this mean any texture pack such as skyland bits and bobs that has this conflict should not overwrite this smim patch?
placed lights also has an emberxd patch does this mean i have to pick one or the other? since placed light is too important for the whole load order.
how are these mesh changes applied in immersive smithing? i just lose the ability to smith improvements from this mod if I let others overwrite stuff from this mod?
Hello I have a question about this mod I playing in VR on the FUS mod list and they are saying it doesn't work correctly is it supposed to work with leveling up your smithing perks?
No rush and thank you very much :) keep up the good work, your mods are great and are making Skyrim VR much more immersive ?I cant wait for immersive alchemy :D
Embers XD works out of the box... usually. I can forge in windhelm and skyforge, but at warmaiden's I get "this location doesn't have proper smithing equipment". I didn't check other locations.
Correct, that forge has a unique mesh which is missing a certain node that all other forges have and this mod checks for. As a result any mod which modifies that vanilla mesh inherits that problem and will require a patch in order to work with immersive smithing.
@habitat91 The missing node is 'Horsetrough01' it's located under 'BlacksmithForgeMarkerWR.nif > BlacksmithForgeMarker > BlacksmithForge01'. You can simply copy the missing node from 'blacksmithforgemarker.nif' to that location in 'blacksmithforgemarkerwr.nif' using NifSkope.
MB on not replying! I actually was able to find the difference in looking through them in nifskope and made my own patch from my set up! Thank you for confirming it! (was ganna try sending you a dm about giving it to ya so you didn't have to but I forgot/got sidetrack with other changes I made lol). Thank you thank you!
In regard to Item creation, I was watching the alchemy WIP you are doing and wonder if you'd be able to implement something similar like having a book be placed on the workbench and that keeps the system in black smith mode or something. Then a way of having tongs in one hand and hammer in the other. Tong(magnetically) brings out heated ingot of whatever item you selected to create, and you could hammer it into shape. Maybe too complex for a now idk. I'd try it myself but I is a noob in ck. Just thought I'd throw out an idea to see if it's possible or not.
Also, I have no idea how you do what you do but thank you for everything you have done already!
Is there any interaction with mods which rebalance smelting and smithing, for example Requiem? I don't want to unbalance such a carefully balanced mod, if I can help it.
Hello, has anyone found a fix for the issue with grabbing ore/skins from the spell wheel with the offhand while in LEFT handed mode? I'm having the same issue as someone a few posts down. Everything works if i switch it back to RIGHT handed mode, but I was hoping to not have to do that every time I want to interact with the tanning rack or forge.
Fantastic mod. I've been able to improve weapons/armour and smelt no problem, but for me the tanning rack isn't working.
I equip a dagger and the rack mesh changes to an empty one, however when I try and place a pelt, the pelt never turns blue and nothing happens. Sounds like a couple of people below have the same issue?
Only other mods I'm using are SMIM and some retex mods, nothing that would alter item IDs etc. Any help would be much appreciated!
I'm also having this issue with the tanning racks. What I think is happening is that while the visible texture for the skin in between the racks disappears when I approach it with a drawn dagger, the collision mesh is still there but invisible - because of that it is difficult to place skins in the middle of the rack because they collide with the rack's mesh and bounce away before they can get into the sweet spot where they'll be accepted. I was able to get around it on certain racks by placing the skin on top of the collision mesh centered between the two poles on the rack, but unfortunately it's not working for me in my home forge in Winstead Manor because there's a freaking shelf in the way. AFAIK I'm not sure what's causing the collision mesh to stick. I'm running SMIM as well as a few of Rally's replacer mods through the FUS modlist, but none of them edit the tanning rack mesh that I can see.
Is there a way I can edit the .ini and increase the radius of the sweet spot for the tanning rack, as a temporary fix until we can figure out the source of the conflict? I'm willing to slightly suspend my disbelief at what angles and distances a hide can be fixed to the rack if it means I can get the damn thing working.
I have an ebony dagger that's smithed up to legendary with a damage value of 172 but then repair it when it dips below 80%, but I lose the 172 damage value. I think it drops down to a damage value of 49. I can, of course, re-smith it back up to the 172 with an extra ingot, smithing gear equipped and potion but I'm wondering if this behavior of losing the damage value after repairing is as intended.
Love the mod, been using it since it was released. Recently started a new playthrough with MGO as a base and then replacing with my own choice of gameplay mods on top (enairim, mlu, etc). Issue I'm currently running into is that armor repairing/ upgrade doesn't work. Weapon repair/upgrade works as normal. I've never had this issue in the past. Specifically - first I toss a steel ingot into the forge, when I dip the armor in it doesn't heat up ever ( no controller vibration, nothing happens). I have the requisite perks (steel weapons work fine). Plugin and mod are as low as possible, only above synthesis and dyndolod. Any ideas how I can troubleshoot?
253 comments
regarding the smim smelter patch, does this mean any texture pack such as skyland bits and bobs that has this conflict should not overwrite this smim patch?
placed lights also has an emberxd patch does this mean i have to pick one or the other? since placed light is too important for the whole load order.
how are these mesh changes applied in immersive smithing? i just lose the ability to smith improvements from this mod if I let others overwrite stuff from this mod?
ty
Clifford
In regard to Item creation, I was watching the alchemy WIP you are doing and wonder if you'd be able to implement something similar like having a book be placed on the workbench and that keeps the system in black smith mode or something. Then a way of having tongs in one hand and hammer in the other. Tong(magnetically) brings out heated ingot of whatever item you selected to create, and you could hammer it into shape. Maybe too complex for a now idk. I'd try it myself but I is a noob in ck. Just thought I'd throw out an idea to see if it's possible or not.
Also, I have no idea how you do what you do but thank you for everything you have done already!
I don't want to unbalance such a carefully balanced mod, if I can help it.
I equip a dagger and the rack mesh changes to an empty one, however when I try and place a pelt, the pelt never turns blue and nothing happens. Sounds like a couple of people below have the same issue?
Only other mods I'm using are SMIM and some retex mods, nothing that would alter item IDs etc. Any help would be much appreciated!
Is there a way I can edit the .ini and increase the radius of the sweet spot for the tanning rack, as a temporary fix until we can figure out the source of the conflict? I'm willing to slightly suspend my disbelief at what angles and distances a hide can be fixed to the rack if it means I can get the damn thing working.
I have an ebony dagger that's smithed up to legendary with a damage value of 172 but then repair it when it dips below 80%, but I lose the 172 damage value. I think it drops down to a damage value of 49. I can, of course, re-smith it back up to the 172 with an extra ingot, smithing gear equipped and potion but I'm wondering if this behavior of losing the damage value after repairing is as intended.