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How can i change weapon and armor tempering requirements?


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Hey everyone. :smile:

 

Is there a way to change the smithing skill requirements before you are able to upgrade your equipment to a higher quality level? Like, as it is now in vanilla, if you want to upgrade a steel mace to superior quality you either want 31 smithing skill without the perk, or 22 with the steel smithing perk.

 

Basically what i'm trying to do is to make impossible for the player to temper a weapon beyond superior quality, and to do that i want to change the number for the rest of the quality tiers(Exquisite, Flawless, Epic, etc) to something unreachable so no matter what, the player would only be able to temper his equipment only to superior quality.

 

Thanks a lot, any help would be really appreciated! :laugh:

 

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Quickest Way = Use Tes5Edit

 

Longest way = Creation Kit

 

however as mentioned above, the creation kit would really be the only way, as you would be required to create a new esp (in the creation kit) for you to be able to edit it in Tes5edit. unless you want to edit another mod, then you could use Tes5edit.

 

what you are looking for is Tempering Recipes, in creation kit, you will need to edit everyone, their is a fair few.

 

if you want a step by step tutorial in how to do this, let me know, although it is pretty straight forward.

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Assuming you're familiar with how to set your masters and create a new, or set an active, file, what you want to do is go to the object window on the left side of the screen. Expand until you're at Constructible objects, and you'll see a list of recipes and tempers, for just about every armor/weapon in the game. Alternatively, you can click "all" at the bottom, and type "temper" into the top.

 

Say you wanted to make a steel sword require the ebony smithing perk. Easiest way to do that would be open both the ebony sword temper and the steel sword temper and copy/change the conditions in the temper, for the steel sword. That will change the tempering for every steel sword in the game, though. If you want to do something for only one weapon, find its temper, right-click it and "duplicate." Then click on the duplicate, press f2 and rename it to something unique. At the right side of the temper form, there is a drop down box for what the temper makes. (Creating recipes work the same way.) Find the item you want in the drop down list. If you're making custom weapons, it's easiest to put a code or initials, which don't appear anywhere else in CK, at the beginning of the editor IDs. LIke VaggosSteelSword01 or something. Then, when you want to make a recipe or temper, it's as easy as hitting the drop box and typing vaggos, and it should bring you to your custom items.

 

If you run into trouble, here's the starter tutorial. At the top, there's a "return to tutorial hub" link, which will bring you to more job-specific tutorials. Not all are listed, but you can search temper or recipe, constructible object, etc., and usually find additional tutorials.

 

 

 

https://www.creationkit.com/index.php?title=Category:Getting_Started

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Say you wanted to make a steel sword require the ebony smithing perk. Easiest way to do that would be open both the ebony sword temper and the steel sword temper and copy/change the conditions in the temper, for the steel sword. That will change the tempering for every steel sword in the game, though.

 

Not exactly what i want to do and i fear that the values i want to change are hard-coded and i won't be able to do anything about it. :sad:

 

As i said in my opening post, i want to modify directly the skill requirement for each quality tier and not the perks.

 

https://i.imgur.com/2JRQurk.jpg Something like this right here.

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right first of all if you want to edit all weapons and armor in the dlc as well, you will need to allow multiple master loads: to do this, locate SkyrimEditor.ini (same place as the launcher) under the [General] add this line "bAllowMultipleMasterLoads=1" (without qutation marks) it should look like this

 

[General]
bAllowMultipleMasterLoads=1
now that we have made it so we can now edit all dlc at the same time lets proceed.

 

1. Launch the Creation Kit - Click on File - Click on Data - Double Click on Skyrim.esm, Update.esm, Dawnguard.esm, Dragonborn.esm, and finally Hearthfires.esm (ensuring that each of these now have a cross next to them all) this means we are now ready to edit both skyrim and all of its master files at the same time, now click on ok and wait for skyrim and its dlcs to be ready for modding. Click on yes to all to all message boxes that pop up, all of it is invalid errors and should be ignored.

 

2. on the left pane click on the little plus sign next to Items - then click on Constructible Objects - now in the filter type in Temper - now on the right pane you will now see all temper recipes (these are the things you want to change)

 

3. now you have 2 options here, you can either delete them all (not recommended, especially as this will report a lot of issues in Tes5Edit), by highlighting them all and clicking delete, or the better method but will take much longer, you can double click on each 1, and where it says created object simply click on the drop down box, press space (this will load the very first option which will be none) click on None and the press enter, do this for every recipe, and now, you will no longer be able to temper past flawless.

 

Note: if bAllowMultipleMasterLoads=1 is not present in skyrimeditor.ini file, then the creation kit will crash as soon as it trys to load a dlc master file.

 

Note: deleting all tempering recipes is the quickest way to do it, but it is strongly not recommended, as you will most likely get a lot of ITM errors. thus making your mod dirty.

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3. now you have 2 options here, you can either delete them all (not recommended, especially as this will report a lot of issues in Tes5Edit), by highlighting them all and clicking delete, or the better method but will take much longer, you can double click on each 1, and where it says created object simply click on the drop down box, press space (this will load the very first option which will be none) click on None and the press enter, do this for every recipe, and now, you will no longer be able to temper past flawless.

 

 

I have no problem choosing the longest and safest route instead of deleting everything, but may i ask why i would still be able to temper to such high quality as flawless? :sweat: Is there any way to untie the quality improvement from the smithing skill level and make it work only if you have the necessary perk first?

 

 

Like this for example https://i.imgur.com/2JRQurk.jpg

 

Even if you have 100 smithing, you won't be able to improve, say, a steel sword past fine quality. Then by spending a perk to steel smithing you'll be able to temper it further but only as high as superior quality.

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but may i ask why i would still be able to temper to such high quality as flawless?

 

no idea this is just how bethesda done the crafting. for example daedric artifacts do not have tempering recipes yet they can still be tempered to flawless (this is probably connected to the hardcoded variables, or character values for smithing).

 

Is there any way to untie the quality improvement from the smithing skill level and make it work only if you have the necessary perk first?

 

for the second part of this question, you would simply add a Has Perk Condition followed by the perk you wish to have, in the tempering window, this means you would only be able to temper the item in question if you have the perk defined by what ever perk you put in the has perk condition.

 

however for the first part of this question which is connected to that image you posted, this would require editing the hardcoded game variables. which is possible, but would mean your mod would absolutely have to be placed at the very end of a load order, as any mod could easily override it. however whether it actually works or not is a different story, i know its possible as people have managed to increase the damage resistance cap from 85% to 90% and this would require editing said variables.

 

i could not tell you how to do this though since for a start i would not be interested in this, and as such would not even bother learning how to do it, and what you are attempting to do is advanced modding which would require in depth knowledge of game variables for each of the smithing catergories, in other words this would take a long time to learn most likely.

 

it would be pretty simple to disable smithing altogether but to define values for them, would be pretty advanced. however smithing might even use global values so 1 could just edit these global values.

 

Edit: so i had a little look, and it seems as far as i am aware, its not possible to define smithing on each quality, so in other words, to do what you want to do, would have to be for every single quality including fine quality. theirs 3 places that effect smithing and that is (Character Values, Game Settings, and Global Values) however each effect smithing as a whole, their is no values for each individual smithing quality, so its looking like it is not possible to do what you wish. unless you want to do that for every single quality including the very basic that is fine quality. this is also why you can temper Daedric artifacts to only flawless, because of the values as a whole. meaning all you need is a high smithing skill, and you can temper these, however you could change this, but that means it would effect all smithing quality for everything. however the only other thing that might effect each tempering quality individually might be a script, but i cannot see that being the case.

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however for the first part of this question which is connected to that image you posted, this would require editing the hardcoded game variables. which is possible, but would mean your mod would absolutely have to be placed at the very end of a load order, as any mod could easily override it. however whether it actually works or not is a different story, i know its possible as people have managed to increase the damage resistance cap from 85% to 90% and this would require editing said variables.

 

i could not tell you how to do this though since for a start i would not be interested in this, and as such would not even bother learning how to do it, and what you are attempting to do is advanced modding which would require in depth knowledge of game variables for each of the smithing catergories, in other words this would take a long time to learn most likely.

I'm not willing to tinker with hard-coded stuff either so don't worry about it. I guess i should have expected that because no smithing overhaul and re-balance mods out there had touched that part of smithing/crafting mechanism. Anyway, such is life.

 

Second question incoming. :laugh: Is there a way to remove some enchantments for certain equipment slots, like to remove 'fortify one handed/two handed' from necklaces and boots and make it gauntlets and rings only?

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