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  1. Hello, I'd like to ask the Skyrim modding community to create shamsir swords in each forging style from the base game. These swords were specialized for cavalry and were very efficient at cutting. My idea is that these swords would have a +50% bonus when attacking from horseback, inflict significant bleeding naturally, and benefit from the Hack and Slash perk. The shamsirs would look like the image below. Thank you for your time and for reading my request. I hope you have a great year.
  2. Every time I try to upgrade any forge, the fire pours out all around it and won't go away, it literally covers all the flooring all around it, making it look really awful... is there any fix at all for this? It's just frustrating, as I know literally nothing at all about making mods, unfortunately. Can anyone help, please?
  3. I'm having hard ctd's everytime I use a forge and go to the "Hide" section. Also, when I go to "Iron" and scroll down two times, I have the same hard ctd. Also had a ctd when I entered Riverwood etc etc. Please help me. I am using the Photorealistic Tamriel (PRT) ENB This is my mod list: Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmUnofficial Skyrim Special Edition Patch.espBSAssets.esmBSHeartland.esmBS_DLC_patch.espGray Fox Cowl.esmarnima.esmCampfire.esmTerrainLodRedone.espmoonpath.espWICO - Immersive Character.espWICO - Immersive Dawnguard.espWICO - Immersive People.espImmersive Citizens - AI Overhaul.espfallentreebridges.espBent Pines.espAlternate Start - Live Another Life.espiNeed.espWetandCold.espRealisticWaterTwo.espOrdinator - Perks of Skyrim.espNo Edge Glow - Magic and Transformations.espDisable Fast Travel.espVerdant - A Skyrim Grass Plugin SSE Version.espMajesticMountains.espMajesticMountains_Moss.espBlendedRoads.espSoundsofSkyrimComplete.espSMIM-SE-Merged-NoRiftenRopes-NoSolitudeRopes.espNAT.espSoS_NAT_Patch.esp my specs are: Intel® Core i7-7700HQ CPU @ 2.80GHz (8 CPUs), ~2.8GHzNVIDIA GeForce GTX 1050
  4. So after installing and later deleting the mod NeV-P Titanium Dragon Equipment, all of my crafting stations related to smiting have not worked at all. I can go up to any of them and press "E" and all I hear is a click sound and the character will do absolutely nothing. No animation, no camera movements. It's like walking up to a random wall and pressing "E". Same exact thing. No movement of the camera or animation of the character to speak of. I have disabled all the mods and their plugins and even then that has not worked at all. I am reaching out to anyone here who can help me. My computer specs are as follows, http://pcpartpicker.com/list/WWrhCJ I use NMM 0.63.5, I am not sure what version of SKSE or Skyrim is for that matter. I also have TSE5Edlit, LOOT and Wrye Bash. My mod load order is as follows, 0 0 Skyrim.esm 1 1 Update.esm 2 2 Unofficial Skyrim Patch.esp 3 3 Dawnguard.esm 4 4 Unofficial Dawnguard Patch.esp 5 5 HearthFires.esm 6 6 Unofficial Hearthfire Patch.esp 7 7 Dragonborn.esm 8 8 Unofficial Dragonborn Patch.esp 9 9 Skyrim Project Optimization - Full Version.esm 10 a AemersRefuge.esm 11 b ClimatesOfTamriel.esm 12 c HighResTexturePack01.esp 13 d HighResTexturePack02.esp 14 e HighResTexturePack03.esp 15 f AHZmoreHUD.esp 16 10 Guard Dialogue Overhaul.esp 17 11 Realistic Lighting Overhaul - Major City Interiors.esp 18 12 Tamriel Reloaded.esp 19 13 Weapons & Armor Fixes_Remade.esp 20 14 Clothing & Clutter Fixes.esp 21 15 Realistic Lighting Overhaul - Dungeons.esp 22 16 RealisticWaterTwo.esp 23 17 Realistic Lighting Overhaul - Major City Exteriors.esp 24 18 SFO - Expanded Diversity.esp 25 19 WATER DG + DB.esp 26 1a ArcheryDummyXP.esp 27 1b EmpoweredMagic.esp 28 1c ASX_Spells.esp 29 1d Better Dynamic Snow.esp 30 1e ClimatesOfTamriel-Dawnguard-Patch.esp 31 1f WetandCold.esp 32 20 WetandCold - Ashes.esp 33 21 ClimatesOfTamriel-Dragonborn-Patch.esp 34 22 ClimatesOfTamriel-Dungeons-Hazardous.esp 35 23 ClimatesOfTamriel-Nights-Level-3.esp 36 24 Convenient Horses.esp 37 25 dD - Enhanced Blood Main.esp 38 26 dD-Dragonborn-Dawnguard-EBT Patch.esp 39 27 dD-Larger Splatter Size.esp 40 28 DDD-BardsLute.esp 41 29 deathwing inspired alduin reloaded.esp 42 2a Dr_Bandolier.esp 43 2b EmpoweredMagic_Dawnguard.esp 44 2c imp_helm_legend.esp 45 2d EmpoweredMagic_Dragonborn.esp 46 2e enchanting unbound.esp 47 2f FireAndIceOverhaul.esp 48 30 GoldenVendors.esp 49 31 High Level Enemies.esp 50 32 High Level Enemies - Dawnguard.esp 51 33 High Level Enemies - Dragonborn.esp 52 34 iHUD.esp 53 35 Immersive detection of NPC.esp 54 36 RealisticWaterTwo - Legendary.esp 55 37 Run For Your Lives.esp 56 38 stavesofskyrim.esp 57 39 SMIM-Merged-All.esp 58 3a RealisticWaterTwo - Waves.esp Immersive Patrols II.esp 59 3b mintylightningmod.esp 60 3c MintyLightningMod_COT_Patch.esp 61 3d moderatedragons.esp 62 3e Moss Rocks.esp 63 3f moyset.esp 64 40 Realistic Lighting Overhaul - Dawnguard Interiors.esp 65 41 Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp 66 42 RealisticNeedsandDiseases.esp 67 43 CCF_RND_Patch.esp 68 44 WATER-RND Legendary Patch.esp 69 45 RND_Dawnguard-Patch.esp 70 46 ScopedBows.esp 71 47 SFO - Dragonborn.esp 72 48 SkyUI.esp 73 49 Supreme Fog - CoT.esp 74 4a tsfhtoglory.esp 75 4b UltimateDragons.esp 76 4c Weapons & Armor_TrueWeaponsLvlLists.esp 77 4d When Vampires Attack.esp 78 4e AemersRefuge-DG-DB.esp 79 4f Chesko_Frostfall.esp 80 50 RND_HearthFires-Patch.esp 81 51 Skyrim Flora Overhaul.esp 82 52 RealisticWaterTwo - Dragonborn.esp 83 53 WATER Plants.esp 84 54 The Paarthurnax Dilemma.esp 85 55 Argonian Access.esp 86 56 RealisticWaterTwo - Waves - Dawnguard.esp 87 57 RealisticWaterTwo - Dawnguard.esp 88 58 My Home Is Your Home.esp 89 59 Apocalypse - The Spell Package.esp 90 5a Apocalypse - Dragonborn Staff Crafting.esp 91 5b ArtOfTheCatch.esp 92 5c FNISspells.esp 93 5d Real Clouds.esp 94 5e RND_AnimalLoot.esp 95 5f RND_Dragonborn-Patch.esp 96 60 sandboxcylinderheight.esp 97 61 UIExtensions.esp 98 62 AddItemMenu2.esp 99 63 Bashed Patch, 0.esp
  5. The idea is a skyproc that scan all armor installed in you game and add to all that armors a new requirement, that is a Blueprint and spread that blueprints over leveled list and merchants. The Blueprint is removed like any other material after create the item. One of the worst issues from Skyrim smith system is how easy is farm XP using the forge, and there is many mods that add new items to forge that just not make sense in materiais, exploiting the game. With that limitation, forge items will be much more harder and rewarding and better yet when using mods like Loot and Degradation, making upgrade items much more important.
  6. There are tons of mods that allow you to buy whatever you want from any blacksmith, but none for those of us who want to forge things ourselves. I have maxed out my blacksmithing and can make just about anything, but it gets so annoying having to visit different forges for different items. I don't want to go to the Skyforge for hero armor then go to the Dawnguard forge for fire bolts. Since all my material is in my home I would really like to be able to forge everything from there. Would it be possible for someone to make a mod that allows all weapons & armor to be crafted at all forges? I don't care if it only crafts vanilla items since I don't use any mods that add weapons & armor, but I do use modded houses & castles. I also don't want any "tweaks" or "balancing" of anything. I just want to be able to forge what I want without running all over Skyrim to do it. I thought about trying to do this myself but after staring at the creation kit a while I gave up trying to figure it out. Can someone please create this mod?
  7. I've been adding a couple new recipes to the Atronach Forge, but there's one the refuses to work. I'm trying to create a recipe that generates a random atronach. First, I copied LCharAtronach and changed all the levels to one. Then I copied lvlAtronachAny and changed the ActorBase to my new list. Then I added that to the AtrFrgAtronachForgeResultList. Of course, this completely failed. The recipe doesn't do anything, and I can't find any more clues in the CK. Any help is appreciated.
  8. I just realized--and checked the Nexus--that except for the Aetherium Forge there isn't a single Dwemer forge anywhere in Skyrim, and no modder has created one! Seems odd that no Dwemer cities, not even Blackreach, contain a forge. And I have no idea what one would look like.
  9. I realise that in Skyrim the forge is almost useless, if you want armour the chances are you would go out and kill someone with said armour, same goes for weapons. I'm wondering if someone could make a mod that stops weapons and armour that you have not yet crafted at least once from spawning anywhere or on anyone. Perhaps the same can go for potions you haven't yet made too.
  10. Hi all, I've always like to play assassin-like characters in skyrim, WOW and other RPGs. And for some reason I always like my character to be barefeet if I am playing a fantasy/historical game as assassin or bandit, because it seems barefeet would make less noise when stealth, and it helps me more into the role. So I'd like to ask if there anyone who can do barefeet retexture (make sandal invisible) for AC Odyssey? Or maybe anyone can do a slight tutorial of how to find the sandal's dds file in the forge file, maybe I can try to find it and make it invisible? Thanks! :D
  11. Was having a think about a mod like this over the past couple of days. Just seems a bit strange to me that you can improve the bow itself, but not be able to refine the arrows at all on the grindstone, or bolts for that in the case of the crossbow. The way I see it, to be able to improve an arrows damage capability, you'd have to have an average of both the smithing and the archery skills to determine if you can make a fine arrow, exquisite arrow and so on. The reasoning being from a lore friendly perspective is this: A skilled archer would have a better knowledge as to what would be required to refine their arrows, but would need the appropriate smithing skill to be able to carry out the refinements in question. It'd level in a similar scale to other weapons that can be refined on the grindstone, so the arrows themselves wouldn't be overly powerful. How this would be carried would depend on what can be executed with scripts and the limitations of the Creation Kit. If the ammo types can be refined, then improving them at a grindstone with an ingot or individual arrowheads of the same material used for the arrow would be feasible (maybe in batches of 20 or so for the ingot, individual ones with the arrowheads route). Failing that, the other option would be to create the individual arrowheads that can be crafted at the forge, refined at the grindstone themselves (maybe using other arrowheads for relative simplicity's sake), and then combined with the base arrow or firewood and crafting feathers to create the improved arrow at way. Obviously the first method would be preferred, but got a feeling the second route might the way to go, which would necessitate creating custom arrows for each type in the editors, as well as the arrowheads and so on. Was thinking about having a go at making this myself, but as I've barely scratched the surface of the Creation Kit, it might be a bit beyond my abilities at this stage. That said, will see if anyone else more capable might be willing to give it a shot first before I even consider attempting it. Aside from that, any reason why it might not be able to be carried out at all?
  12. Hello Everyone, Unfortunately, I am unable to craft or equip any MOD armors at any blacksmith's forge because they simply do not appear under any armor classifications at the forge! I have uninstalled and installed TESV several times and nothing seems to work. The armor MODs I download are always selected under DATA FILES, and I have been following the developer's intructions step-by-step. I also do not have a MISC armor classification at any blacksmith's forge, which further prevents me from crafting or equipping MOD armors. The ONLY MOD armors that do work for me are the ones that do not require a blacksmith's forge to equip them. There must be a solution to this problem, I know I'm not the only one that's been experiencing these issues. Regards, J.
  13. What's goin on? I looked and couldn't find a topic nor anything uploaded on the Nexus about studded armor. Maybe my keyword search isn't typed properly, maybe I'm not lookin in the right places, or probably lazy? Lol So, at the Smith Forge, the Studded Armor section is a bit empty only with one armor piece. If there's an existing more studded armors mod, would you all provide me with a link? If not, I would love to request a mod like that. I would love to see armor that is studded with gems, rocks, different types of metal studs, or other materials. Thank you all for your time.
  14. Can some1 help, I started playing again but I think I screwed up with my mods or the enb I removed. Has any1 seen anything like this ????
  15. Hi, In a mod I'm designing I am making a meditation forge (kind of). Its a spell that when you cast it, it places the furniture greybeards meditation marker and the player activates it to meditate (done automatically after spell is cast) and learn specific spells added by the mod. Kind of like the greybeards learning new shouts, same theory but a little different in practice. Its essentially a forge menu that plays with the greybeards meditating animation. At the moment there are two issues with the spell that I can't seem to work out: 1- The meditating animation doesn't play the first time in a cell. You have to use the spell and leave the meditation state and re-use the spell a second time for the animation to play. The menu opens to create the spells but the animation doesn't play on the first casting of the spell in a newly entered cell. 2- The markers aren't removing right after getting up from casting. I tested the spell a lot in the whiterun market and when I returned there most of the NPC's were meditating. Kind of funny but also annoying that the spell doesn't remove the marker right away after meditating ends even though I specified it to do so in the script. You can still talk to NPC's no problem though. So to recap my issue, the spell works fine; the forge system works. just that the animation doesn't play the first time you cast the spell in a new cell (entered) and the meditation furniture doesn't remove even when the player stands up, even though it is specified in the script to do so. Thanks in advance to anyone who can offer help
  16. Hi, I am making a custom (sort of) forge system to unlock powers that are found specifically in my mod. I am making it similarly to how the greybeards learn new words of power by meditating. Some background info. The player will unlock a spell that will allow him to meditate, when the player does this a forge system will open where he can "craft" the powers with unique ingredients found in the mod (soul fragment, dna, ect.) The forge system works fine but the second event to remove the "forge" once the player exits it doesn't fire. This issue leaves the furniture (marker) on the floor where any NPC can activate it. I used the power like crazy in whiterun market and when I went back there most of the NPC's were meditating. I know I could remove the furniture from sandbox but then if the player uses it enough times then there will be so many meditation spots in the world that will cause lag and possibly crashing. That said the forge works perfectly, the only issue is the second script doesn't fire when the player leaves the forge to remove it from the world which will also eliminate the chances of the power reacting badly with the game. Here is the script: Scriptname AdamantiumScript_MeditateMarker extends ObjectReference Quest Property AdamantiumDLCMeditate Auto Spell Property Meditate Auto Event OnActivate(ObjectReference akActionRef) Debug.MessageBox("Hello, world!") if ((akActionRef as Actor).GetSitState () >= 3) if ((akActionRef as Actor) == Game.GetPlayer()) (AdamantiumDLCMeditate as AdamantiumScript_MeditateQuestScript).GetUp() endIf endIf endEvent Event OnGetUp(ObjectReference akFurniture) Debug.MessageBox("Hello, world!") Cleanup() endEvent Function Cleanup() Debug.MessageBox("Hello, world!") Game.GetPlayer().DispelSpell(Meditate) Delete() endFunction Don't mind the debug.messagebox. That's only there because I want to see when it fires. If anyone wants to see the other two scripts (Quest and Magic Effect) that are connected to this then I could post them. But those ones work fine, its this one that I can't get working. Its the OnGetUp event that doesn't fire. Also I tried specifying what akFurniture was but I kept getting an error saying that ObjectReference can't be linked to Furniture. Anyways, anyone who can help is greatly appreciated. Sorry for the giant wall of text, just wanted to be as thorough as possible.
  17. Or even separate weapons from armors, would be already of great help. I have a lot of Armors mods, and now I added some Weapons mods, but it's a pain to find them when forging. Is just... so messy ;/
  18. IT would be cool if umm... someone could make a mod that gave the npc's the regular mesh for armor like they have in vanilla and when you pick it up its a remodelled but ONLY for the player character (or companions) so npc's look normal or borderline normal maybe like with cooler looking armor than vanilla and then when your character picks up the same one the npc had it looks different, OR a option to where when you take it to the forge you can make it suitable for the pc i dunno got remodeled armor for CBBE bodyslide and its awesome i just think it sucks that everybody in the game gets to wear it :p sounds like it would be complicated...ne ways...
  19. This is my first time on the Nexus Forums. Hello! :blush: Anyway, I've been think of making a mod called More Smelters (which is basically supposed to add more smelters to forges, like in Falkreath for example) The problem is...I don't know how to use the Creation Kit. At all. :sad: So does anyone mind telling me how to do this? Placing already made crafting stations in the world, I mean?
  20. Isn't it weird how you can loot the body of a petite bandit girl and put her armour on your muscular male warrior (or vice versa)? Shouldn't it take more work than that to make it fit you? What I suggest: Make female and male armours separate items and instead make it possible to use a forge to refit them to the other sex. A script will prevent anyone from putting on an armour that isn't fitted to their body. Additionally, I found this mod http://skyrim.nexusmods.com/mods/15927//? which makes your eyes visible through the eye holes of close-faced helmets. It also makes close-faced helmets open for beast races to fit their snout. They too should need to refit their helmets at a forge. But perhaps the open versions for the beast races would still fit everyone? Extra: What about weight? An armour could be set for a certain (approximate) weight range and anyone outside of that range would need to refit the armour to wear it. Advanced: If the weight value of armours could be made separate from the weight of the character perhaps a character could put on an armour that was too big for them but the armour would be visibly clunky. Wearing an armour that is too large should look silly and also impair severe penalties upon the wearer. Wearing a too small armour should be impossible. I think that such a mod would greatly increase the realism of Skyrim.
  21. Hey guys, I'm not sure if this is the right section to post this in, but hopefully you can help me regardless. I have a mod that extends the crafting abilities in Skyrim. I have a TON of new recipes in the smelter AND forge "misc" tab. In fact, one for every single piece of normal metal-based weapon and armor piece in the game (for forge) and one for every type of ingot in the game (for smelter). How would I move these recipes into their own tabs labeled "Breakdown" and "Reforge" respectively? If you can't answer that question, hopefully you can help me with this: I want each entry to only show up if the user has the required materials (usually just a piece of armor), AND if the item IS NOT equipped. What is the best way to go about this? Thanks in advance for all your help!
  22. I do have several mods installed. I started a new game (playing as a normal Breton), I got to Whiterun and tried to help the blacksmith woman, near the gate, smith a iron dagger. I can use the forge just fine, but then when it comes to the grinding wheel, the tanning rack, and the work bench, my character enters the menu then immediately after opening the menu the character dismounts the tool. I cannot figure out what is causing this, it worked before I installed 3 mods: Better Vampires Mage Backpacks Battlemage clothes I simply cannot tell why any of these three mods would conflict with smithing tools. If there is a fix or any way to get around this please help!
  23. I wanted to share my idea for a alternative enchanting method which would use the Atronach Forge / Imbuing Chamber logic. That is, you put several items in, and get a different item in return. How could it work: The recipes would require: - speciffic weapons, which would speciffy the weapons type and material - Soul Gems, which would specify the magnitude of the enchantment (petty for the weakest, grand, or black for the strongets) - gemstones, which would allow to specify what enchantment do you want - And possibily some other ingriedients for speciffic items, in case of rare, or expesive enhantments, to make it a bit more difficult (ores, alchemical ingriedients f. e.). For example if one would want a Orcish Dagger of Vampire, one would need to use: - a Grand Soul Gem (Grand) since it's a lvl 5 enchanment - an Orcish Dagger - a, let's say flawless ruby, - possibly some other items, since it's more of a rare enchantment The advantages are I believe visible: access to more powerfull enhanted items without the need of spending skill points in enchanting. The disadvantages would be that it wouldn't level enchanting, one wouldn't be able to change the item's name, it would require more ingriedients, and ultimately the enchantmets won't be as powerfull as in case of a master enchanter. One thing it wound require is a new crafting station to do this, since it's a different type of creating items. What do you whink of this?
  24. So I posted something about this a few days ago about Dorthe using the forge. I thought it was a silly bug that'd go after reinstalling skyrim, but it's still happening. All the children in skyrim will pose on poles, walls, etc. They'll also smith, (the main I saw was Dorthe). The problem with it is that their scale is upped to normal height, if their height remained the same. I'd be fine with it since it looks real, but the fact that they're bigger than me, is creepy and unimmersive. This is an example of Dorthe doing it. I don't know what it could be. I'm using the same mods I've always used, but it's only recently doing this. So please, any help with this will be fine.
  25. Im very very new to modding, and I'm trying to start out with a mod that is very similar to ones like Manufacturing Extended and Better Manufacturing. I'm hitting a bump when it come to adding the new items into a new builder. Does anyone have a tutorial or any idea on how to do it? If it helps im trying to add folders to the new builder, and I believe they dont have a crafting recipe already so how would I add them? Im at the point where im in the terminal submenu, and the menu item has a submenu to the display recipe submenu terminal. I dont know where to go from here.
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