alephnaught Posted September 14, 2013 Share Posted September 14, 2013 Hi folks I'm currently in the process of setting up the 'ultimate' Skyrim mod setup (speaking completely objectively, of course). One of the mods I'm using is Morrowloot N'wah edition, which does two things I like a lot: 1. It removes high-level gear from levelled loot lists, and places it by hand in various (sometimes hard to find) locations around the game world. More incentive for exploration and more excitement when you do find that wonderful piece of gear. 2. It requires that you've found an item before you can smith it. That is, you might have the Daedric Smithing perk, but unless you've picked up a Daedric Helm at some point, you can't craft it. Again this makes finding valuable gear more rewarding, and nerfs the overpowered smithing system in an immersive way. Trouble is, I also have JaySuS Swords, Immersive Armor, Immersive Weapons, and Weapons of the 3rd Era, which Morrowloot knows not. There is very little I can do for this with regards the first point - sure, I could scrap their levelled lists and place items manually around the world, but it would be very time consuming and besides, I'd know where I'd put them, which defeats the purpose. But with regards the second point, it occurs to me that there ought to be a straightforward way to universalize the 'find before smithing' requirement to all equipment, vanilla or no. Furthermore it occurs to me that a mod which did such a thing automatically might be of some interest to the community. I'd be pretty keen to develop this, but having not used the CK since Morrowind I'm not sure what the best way would be to go about it. Is this something that can be accomplished through scripting? Would appreciate your feedback! :smile: Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 14, 2013 Share Posted September 14, 2013 I downloaded the mod and looked at the scripts it has. Just by looking at the scripts I believe what it does is applies a single script to each craftable object in game and when the player obtains the object the script gives the player a perk. The perk is probably part of the recipe requirements. So it could be accomplished thru scripting BUT not solely thru scripting and the way it seems designed would require you to modify the craftable objects and recipes from whatever mods you want to be compatible. Link to comment Share on other sites More sharing options...
alephnaught Posted September 15, 2013 Author Share Posted September 15, 2013 Thanks! Yeah as you say Morrowloot accomplishes this on an item-by-item basis, which isn't what I'd like to do (because a. time-consuming and b. will only work with specific mods). What I envision, probably, is that the player would have no recipes at the start of the game (except maybe for some very basic iron/fur/leather stuff) and would need to smelt down items at the smelter in order to get their recipes. This would possibly require modifying the main smithing script - not sure whether that would create any compatibility issues with other mods? And there'd need to be something else running to track the player's recipes, which is capable of dealing with mod-added items. I feel like this should be possible, if only I knew where to start. I guess in a way it's similar to what Lorecraft tries to accomplish, though to me this would be less intrusive and more versatile than having to find 'recipe books' or what have you (I haven't used the mod myself). Link to comment Share on other sites More sharing options...
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