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Crafting options for Immersive Weapons mod


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I am working on a massive weapons overhaul much like the mod I worked on in Skyrim Immersive Weapons and to make the mod more to my liking I want to get some crafting in there possibly including smelter, ore, ingots, tempering etc. or anything close to that. If I can get this working I can also include the vanilla weapons in this, then possibly look into an armour version at a later date.

 

I can sort out the components needed, like there are blacksmith resources I can integrate into the game but I need help devising a sort of interface maybe like how enchanting works - a smelter can have a menu a bit like the alchemy one which can be used to convert ore to ingots, a forge or anvil could have a menu like the enchanting table but instead of soul gems it would be ingots...just a thought anyway. I don't know much about UI/scripting capabilities and limitations which is why I could use some assistance, I don't mind sharing credit for the mod I just want to see this happen.

 

For an example a Sigil Stone Staff could be made from 1 sigil stone and 2 daedric ingots at a forge/anvil, to make the ingots you would need to take 3 daedric ore to the forge, the ore will be in daedric loot levelled lists...maybe new ore veins can be added later on as an optional plugin.

 

I don't think i'm far off balancing and integrating everything, then it's a matter adding any extras but this one is my highest priority.

If you want to know more about the mod itself read this,

The mod as it stands has around 670 new weapons including swords, axes, daggers, warhammers, maces, bows, arrows, battleaxes, claymores, spears, polearms, glaives, magic staffs, staves, and others. The mod uses lots of mods from Oblivion nexus and weapon resources which have all been added to levelled lists and will spawn throughout the game including Shivering Isles.

This is a large project I have been picking at for a few months that I want to use when I get back into playing the game, there are lots of awesome weapon mods out there but instead of discovering them as uniques at one location I want to see them found in-game on NPCs, as loot, sold by merchants etc. by chance depending on my character level to keep the game balanced and interesting.

 

 

As well as new weapons I have added new spells and enchantments for things like uniques or magic staffs, and increased the weapon levelling cap slightly to cater for more powerful weapons - some (not many) types will match and surpass deadric standard but only when you level appropriately.

 

Everything was put together by merging lots of weapon mods using Tes4Gecko into one esp, cleaning it up with Tes4Edit, then working on it in the CS while adding resource mods so there will be new weapons you likely never used before.


and if you have any questions or suggestions let me know

Edited by Ironman5000
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