Jump to content

Search the Community

Showing results for tags 'smith'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Projects
    • Site Support
    • Vortex Support
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings, Bans and Takedowns
  • Discussions
  • Vortex
  • Archived
    • Nexus Mods app
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Monster Hunter's MH Wilds
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Classic Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Oblivion's Remastered Discussion
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Spider-Man's Spider-Man 2
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dying Light's The Beast
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's KCD1 Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Kingdom Come: Deliverance's KCD2 Discussion
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas
  • S.T.A.L.K.E.R. 2's General Modding
  • S.T.A.L.K.E.R. 2's Troubleshooting
  • S.T.A.L.K.E.R. 2's Mod Ideas
  • Horizon Games's Horizon Zero Dawn
  • Horizon Games's Horizon Forbidden West
  • Horizon Games's Ask the Community

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 9 results

  1. 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.
  2. Hello, this is my first mod suggestion I would like to suggest a skyrim mod wherein you would come to posses and run a blacksmith shop. This would preferably happen relatively early in the game, but I don't think it should be free. The shop I imagine should have minimal living space for you and a crafting area, probably outside the shop, in the fashion of the whiterun blacksmith. The smithing area however should be at the back of the shop itself, as in reality you hide your messy work-space from your customers, but obviously still under a patio-type roof. The shop itself should attract NPC's from all over skyrim, depending on the shop reputation, which grows and declines according to your smithing quality, time and cost. You need not sleep in the shop but you must be inside the shop during the day to answer customers' requests. Customers should come into the shop itself and wait for about an in-game hour or so fro service (however they should all disappear if you leave the shop itself). If you -unlike a good shop keeper- don't ask them if they are interested in buying something, they will leave. The average person will ask for a dagger or whatever. Later with growing reputation, shop owners must arrive and put in larger requests, i.e. 10 daggers or whatever. With increasing skill and reputation the shop should draw customers asking for more high end items i.e. dragonbone armor etc., however these should happen much less frequently then lower end items. Any request can be turned down and time for completion should be less of an issue with higher end items [also items like dragonbone armor should not be batch requests]. If you get tired of making simple daggers all day you should be able to either close the shop and also open when you like, for however long you like. Or you need to be able to hire workers. Custom NPC's of your choice, preferably through a ledger with their stats, which is only enabled as soon as the shop has a certain reputation level. The NPC's will automatically speak to customers, maybe with a small animation or something, and then gather letters from the customers. You should always be able to check the worker's inventory for all his letters of request. You should be able to add and take letters of appropriate levels. The workers themselves, if they cannot fill an order will bring it to you. If you reject it, the order to the customer will also be rejected, since the worker cannot fulfill it. The workers themselves must require pay and preferably be a net loss for you. This is because you are paying to keep the shop reputation at a certain level without crafting low level items all day. Perhaps you can train the workers at the ledger as well, wherein they would disappear for a few days and come back able to make better stuff. The thing is though, the workers must never be able to be completely autonomous. So even if they are leveled in blacksmithing to the final level, there must still be certain specific items that only you can forge. When they are high enough level, you could make it that the shop actually DOES make money without you, but it should be minimal. When closing the shop the workers must just be gone until you open it up again and then you must choose to hire new workers or the old ones from the ledger. A very interesting idea I had was to add markers for your shop the the items you craft. Not physical markers on the textures but to the name. The shop must have a +- 3 letter abbreviation that you can choose to add to all items you craft. This must then be evident if you find someone selling/using one of your items. As an addon I would like if NPC's bought items from the shop in real time. What I mean by this is that when a trader's stuff's sell well, as when you bought from him or if his cash gets refreshed, he must come to restock and consequently buy items from the shop. This must be done with the actual gold he possesses. These items should be limited, i.e. one merchant buys 10 daggers and then "sells" (distributes) them to other merchants. So that one merchant only ever has 1 dagger of your kind. The money loss should be spread according to the product spread as well please. It would be nice if the items were not possible to be removed from merchants' inventories by refresh, except if more than one is present in which case all but 1 would be removed with the refresh. A merchant already in possession of an item will not order that item again. It would be even nicer if citizens bought items if they have large amounts of gold, and then upgrade items and buy new ones as time passes. So that a jarl would get better and better gear each time you meet them with each having a preference to say, bows or leather armor etc.
  3. Ever found yourself over encumbered with materials that you saved just for smithing? Hate making trips to where you've stashed them; or having to flick in and out of menus to ask the smith if your could buy some? And then finding that they've run out... What if you could select the item that you want to smith, and have the menu detect what you're missing, and bring up a confirmation window to buy all the necessary items. Then having the selection of "yes" to add them to your inventory (removing the gold of course), refreshing the smithing window (as you may have noticed, adding materials with console commands in the smithing menu will not make them use-able until something else has been created, or the menu exited) and then leaving you back at the smithing screen with your item selected and ready to smith. I think this would be a great way to essentially add a "shopping cart" quick function for the necessary materials for anything you want to smith. And it would be fine if it ran from the merchant's chest, rather than an infinite supply. Although that might be a good optional patch too. I've just thought this would be a great thing to have for trying out modded armour before deciding on it (and returning to a previous save), as I got sick of entering console commands, or having a crap-load of materials on hand to smith everything I'd added to the game.
  4. Famous Legendary Enchanted Weapons Smith Hey Guys, I’m sure a lot of us make, and name, our own legendary enchanted weapons when we hit the highest levels. I was wondering if anyone knew of, or could make, a mod where the higher the levels you get, the more famous a smith you become in Skyrim? Like people commenting on my wicked Legendary Daedric Bow of the Inferno when I have it equipped. And the higher skilled you are, the more attention you get and the more people ask you to make legendary enchanted weapons for them? And people asking for a fight against your weapon. I’m also interested in the same concept for magic. The better (destruction) mage you are, the more people are aware of it and want to test your skills or have quests for you? Thanks for reading! :)
  5. 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.
  6. As the title suggests, I need somebody who can script in what ever language it is Skyrim reads. What I need is a script that changes the smithing menu to, instead of showing categories for armor tiers as defualt (glass, ebony, daedric, etc.), I need it to show the different parts of armour (gauntlets, hauberk, helmet, etc.), and stem off to different parts depending on what was selected (for gauntlets - wrist gaurds, fingers; for hauberks - pauldrons, abdominal gaurds, sleeves, legs, etc.), and it should allow the player to completely customize their armours for different appearances, weights, armor ratings, etc. It should also allow the player to have different types of materials in their armors (dwarven, ebony, malachite, leather, etc.) for even more customization. To deal with tempering the amor, it should simply just require one of every main material used (i.e. full ebony with just dwarven pauldrons would need 1 ebony ingot, and 1 dwarven ingot). It should also allow for the player to choose to leave out parts of their armour. This is espeially useful for players who like to use light armour, but want to use different materials. As you may need an explanation as to how that makes sense, I'll provide one. If you recall to earlier in this post, I mentioned different weights, armor ratings, etc. This should not be a set value based on the metals. It should be based on independant values given to each piece of the armours. The weight classification should now also be based on weight of the created armor. This allows you to make heavy glass armor, or even light daedric armour. (Maybe not heavy leather armour though. Unless of course you added some other bits.) The crafting recipes will also be unique to every created armour. Each piece will require certian pieces, and once the player reaches the confirmation stage at the end of designing their armour, it should tally up all of the required materials, displaying it under the info box as it normally would. (The requirements should be displayed per piece throughout the design process as well, in the same manner.) I think this is a really good idea for the mod I'm working on, and would really appreciate if somebody could help me design it. Full credit will be given to whom ever helps (of course). If further discussion is required, simply ask.
  7. Hello, I modified TaleWorlds.CampaignSystem.dll -> Sandbox.CampaignBehaviors -> CraftingCampaignBehavior -> HourlyTick() so that it becomes private void HourlyTick() { foreach (KeyValuePair<Hero, CraftingCampaignBehavior.HeroCraftingRecord> heroCraftingRecord in this._heroCraftingRecords) { if (heroCraftingRecord.Value.CraftingStamina < 100) heroCraftingRecord.Value.CraftingStamina = Math.Min(100, heroCraftingRecord.Value.CraftingStamina + 5); } }In doing so, smithing energy is restored even outside of the town where it was depleted. I tried to include it in a mod by having the basic xml file pointing to it, though I'll admit I didn't expect it to work too well (it didn't). I then just copied that into the root/bin/Windows... folder and it now works. How would I go about doing this properly? Is it even possible? To be frank, I don't really understand the entry point we have into the game's code. It's all classes, but they have to be called somewhere. For instance, if I inherit from CraftingCampaignBehavior, and override the HourlyTick() method, how do I ensure it's my class that's used and not the parent class? Thanks in advance, EDIT: Just realized the redundancy of the if and min... That's the result of removing one of the two conditions in the if() clause. Whoever wrote that sure didn't want smithing energy to go past 100 !
  8. HI, I noticed I need to burn charcoal in order to retrieve hardwood scraps from various 'farm tool' weapons that provide no metal scrap at all. Why oh why do I need the charcoal to break the handles into scrap sections of wood. The way I am going I will rename my character Bob The Charcoal burner and live in a hut in the woods. Does anyone know if there is a mod out there that doesn't ask for charcoal to 'smelt' such items? My Thanks
  9. Hello there, i'm looking for a Mod that disables the possibility of using Stuff like the Forges of Blacksmithes, Tanning Racks, Cooking Pots, Alchemy Tables, Enchanting Tables, and so on, if they are not marked as the player ones. So for example to start a Smithing Build u have to own a Forge. I really would love to hear thst this is easy to make. But i assume it's not.
×
×
  • Create New...