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Smithing/Weapon + Armor Overhaul


satsujinka

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The core of this idea is to make it so that light armor specialists have no reason to apply perks to heavy armor smithing. By which I mean, by default daedric weapons are all around the best, which is not only unreasonable (without some set back so that people don't always choose daedric stuff) and it breaks role playing (as already mentioned, light armor specialists end up buying heavy armor smithing perks even though it makes no sense for them to want to.)

 

Over all changes, three converging trees which can be summarized as follows:

 

Left Path: Light Armor + Best Cutting weapons (daggers, 1h swords, axes)

 

Center Path: Generalist - Provides the shortest route to dragon armors (to be the best armor set)

 

Right Path: Heavy Armor + Best Smashing Weapons (Maces, Warhammers, War Axes)

 

Like before you start with Steel Smithing, then you diverge to one of the trees:

 

Light Armor Path:

Elven -> Mithril -> Glass -> Pressure

 

Generalist Path:

Advanced -> Arcane -> Bone

 

Heavy Armor Path:

Dwarven -> Orcish -> Ebony -> Daedric

 

Converging on Dragon Smithing.

As for the three new perks:

 

Mithril should be fairly straight forward. Shiny silver looking weapons and armor. Should also have silver's undead bonuses.

 

Pressure Smithing is the art of fusing gems into weapons.

  • Garnets, Opals (create them,) and Amethysts give elemental bonuses
  • Rubies absorb/fortify Health
  • Emeralds absorb/fortify Stamina
  • Sapphires absorb/fortify Magicka
  • Diamonds gives the best Swords + Axes
  • Obsidian gives the best Daggers

Bone Smithing is the art of turning animal bones and skeletons into weapons and armor.


  • Create Falmer weapons/armor
  • Create Ivory weapons/armor from tusks
  • Possibly others?

 

As I mentioned before Dragon Armor is going to be the best armor for each type (light or heavy.) However, this is because Dragon Armor is going to be divided into what Dragon produced the scale/bone. So there's Dragonscale/plate Armor, Blood Dragonscale/plate Armor, etc.

 

New content required:

  • Either recolored Glass stuff for the Gem based stuff. Or a new design (personally, I feel the weapons should be steel with gems embedded at the edges of blades or as the actual head of a warhammer.)
  • Opals and Obsidian stones
  • Recolors of Dragon Armor.
  • An Ivory weapon set. Possibly armor, but I'm not sure about that.
  • Mithril weapons and armor

 

Additional Ideas:

  • Add copper, bronze heavy armors
  • Add Chainmail light armor (covered by Steel Smithing)
  • Change Banded Iron to have Bronze bands
  • Change the way ingots are constructed to fit changing Corundum to copper and Quicksilver to Mithril (suggest Steel Ingots require Iron Ore and Wood? <- steel is iron and carbon after all.)

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  • 1 month later...

I like the ideas that you've put forth.

I've been thinking about ths sort of thing for a while. Please forgive the scatteredness

 

Malachite is actually the ore that copper comes from. Malachite could actually be named copper ore.

Corundum is aluminum oxide, which depending on colour, is either ruby or sapphire.

Diamond is just carbon, so should be the most common of all gems.

 

Gems:

Headbomb's Smithing Perks Overhaul uses the material keyword and ties it to specific perks. So I'm thinking using that idea to add attributes to vanilla gems.

The Horadric Cube (the Oblivion mod) might be able to be replaced by the smithing stuff. Use the forge to add sockets to weapons and armour. Not sure about clothing, pockets inside the collar or something maybe.

Forge to combine low quality gems into better ones. Or maybe carat weight/size?

 

 

Alloys I would like to see: May take a fair bit of effort.

  • Bronze= combine copper and tin. Instead of tin, you could use the latin name stannum. But Bethesda uses iron, steel, leather, so tin is perfectly fine. And gives a bit of an education as well.
  • Steel= Iron ore or ingots combined with charcoal. Charcoal can be produced by burning firewood.
  • Mithril= very strong, flexible (I like the use in LOTR). I would say its an alloy of steel and quicksilver. Or maybe dwemer/dwarven ingots and quicksilver. LOTR attributes much use of mithril to dwarves and elves. In use, it would block most of the penetration damage, but not the blunt damage (as mithril is basically just cloth) Could be a body stocking type of thing that goes under clothing and armour (like a skin texture replacer). Extra/"always on" armour for mages, but isn't classed as armour, for those who use the mage armour perks.
    • Just listening to Quirks and Quarks (CBC Radio show) and the interviewee is talking about spider/silkworm silk. Silk garments don't tear when hit by a bullet, so people shot, if the bullet didn't penetrate too deeply, pulling the silk out of the wound brought the bullet with it.

    [*]For gilded armour, mercury (as solvent) and gold or silver (or any other metal for that matter)[*]Meteoric or Telluric iron. Iron metal instead of ore, and nickel.[*]Stainless or nickel steel= Steel with nickel added to it = Iron + charcoal + nickel[*]Glass armour made from corundum (transparent aluminum a la Star Trek) sapphire for blue colour, ruby for red. Very expensive armour. Obsidian for black glass armour.[*]Ebony as an alloy of steel and obsidian maybe?

 

A mod that allows use of any dwemer or dwarven metal to be smelted down into ingots. http://www.uesp.net/...Skyrim:Smelting for details on why. Use Headbomb's ingredient trick for this.

 

Enough for now I think...

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