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Adding Forges to Weapon and Armor Shops?


GHETTOHOOPSTAR

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Well, now after playing Oblivion for a bit, I find It silly that You are able to fully repair Your equipment with just a hammer. No fire or anvil required. After realizing this, I can only go to places and armorers that have a forge, or It just fells dumb. How else would I be able to adequately repair My things? Magic? But there is no repair Item spell in the game (I don't think) but that's not the point.

 

So I can only go to certain places in the game that have a forge to repair My items. Everyone else I just treat like a merchant and pretend they don't offer repair services or training. Only if They have a forge! And If I go to a forge to repair I can either manually tip Them to use the forge (Use My repair hammers on items) or pay Them to repair My things. Whatever I want. *Shrugs*

 

Is there any sort of mod that would put forges in more weapon and armor shops? Perhaps not all of them, but It would definitely be an improvement.

Edited by GHETTOHOOPSTAR
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MOO adds working forges and Anvils and other cool tools. I will also provide an addon, that I presented in my WIP for MOO crafting. Adding ore nodes, ore elements and such things around my house, making it deadly really. I add new forges and new tools to my workshop outside the house.

 

Damn lost War Horse, went after its master...

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Maskars excellent scripting will change every tools you get close to, into a MOO tool. But you need to get very close for it to happen. Moo is also best combined with WAC for more weapons, nice animals and also some cool armours. WAC has a shop addon, adds new shops close to all towns, some even inside towns. Weapons and Arrows mainly.

Edited by Pellape
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Moo does not screw up your current install. It works perfect. It will make your game better, not worser... i do not know of any other good crafting mods that do what you want it to do.

 

Do it your self, it is not that hard really. I think I can guide you doing it in this section. i could do it, i do not have the time to make it. I do not need it as I use MOO. :wink:

 

You need Nifscope or just copy the mesh, add the mesh as a container inside CSE or CS even. No need to copy it. Script the container. Simple as that. Add ore into it, click it, get ingots or items. Very simple. I am not sure how hitting the forge with the hammer really works in MOO. Does it make sense to hit a forge with a hammer anyway? I do not think so. Maybe use the bellow as activator?

 

MOO also make the Anvil into a container. If we add a broken item in another container, will it still be broken? I guess it will. So now we need to figure out how to use the anvil and also gain exp in Armorer doing it as well. Yjis can really become something cool when I think about it. Well star by adding the Anvil mesh into a container in CS and we go from there, to make the anvil repair what is placed in it. MOO use the anvil to make items, the forge to make ingots. No repairing is invluded, not even a skill system but Maskar is thinking about adding a crafting skill system, based on UO, which he did inform me about last late autumn. Everything has its own speed in modding development. :D I did go a reply from him a month ago about some arrows I did sent to him, so he is around here somewhere, stalking...

 

He is supporting MOO as well, right now if you need support. he answer quickly as well. Good and proper service.

 

if it conflicts with any big mod you use, a better this or better that, well remove MOO, use an older save. No one use the biggest Better mod and survive it. It is possible, if you only want to play that big mod with a separate char and a separate setup. SunlitEarth did that she told me a day ago. She made an install, based on that big mod, and did only add stuff that would not conflict with it. Every single resource Maskar adds, starts with moo and is placed in moo folders. Easy to even remove manually if needed.

 

All other mods works great with MOO, even MMM, OOO or whatever combo you want to use. MOO will adapt to it. It has 10-12 ini files, all configurable to your liking. It takes time, reading them. It works perfect with default settings. It is just me that cant stop myself from editing them. I did send copies to Maskar with my adds in 2 of them. The crafting ini files. He did like it and will look at them he said. It is mainly for COBL food. I will add those recipes when I release my big mod. Also inform that they are a bit broken. They will use knows resources. The COBL resources I did add, will get ignored by MOO, but still work perfect. Extremely adaptable.

Edited by Pellape
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