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smithing and enchanting improvement concept


A9824

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Hello Everyone; this is my first post in a forum ever so don't be to harsh to me please. ;)

 

I made it to show up all the flaws the Enchanting and Smithing Systems currently has (just the ones i found ^_^)

and to give the modders a guideline so the can start working as soon as Bethesda uploads tools for it.

 

Constructive input & additions are welcome, distribute these initial ideas as you wish

I just want to improve the game. Also note I'm no modder, just contributing ideas.

 

Smithing:

 

minimum lvl = lvl to unlock the perk

maximum lvl, after reaching that lvl you won't get any skill improvement from working with the material.

That way the exploit; smithing a few hundred iron daggers and

suddenly be able to work with ebony and dragonbones, gets eliminated.

 

Iron, leather_____lvl 00 - 30

Steel___________lvl 20 - 40

Advanced_______lvl 30 - 50

 

Silver__________ lvl 25 - 45 new perk for silver weapons and (elite guard styles like the ones from Morrowind)

 

Dwarven________lvl 30 - 50

Orichalcum_____ lvl 40 - 60 (would be cool if the modders have some other ideas

__________________________than just orcish styles for this material)

Ebony___________lvl 50 - 80_more styles for swords!

___________________________ and a fix that completely covers the neck like the Deadric armor does.

 

Deadric_________ lvl 70 - 100 This one needs to be way harder to get:

 

Like quests that lead you to tomes, or deadra one has to deal with to learn the secrets to create them.

If we still had the soul gems from previous games i would say that one has to use particular deadra to great the

armors and weapons like dremora, ogrim, winged twilights and golden saints or flame atronachs (the really suit the

style of the armor btw.) But as it is now one should have to use grand soul gems instead and ingreadients

like fire salts for example. Should need the Arcane Blacksmith perk to work the Deadric Souls in. Different Styles for Different ingredients FTW! :)

Like changing the glow of the armor from red for fire salts to a dark blue for void salts and so on...

 

Dragon________lvl 70 - 100 Same as Deadric one should have to learn how to work with this stuff

 

 

Elven _________lvl 30 - 50 here we have a light armor book would be cool if it had actual use,

________________________(Maybe i just haven't found the heavy one? Please tell me)

Glass_________lvl 50 - 70_cause as i remember the book said put salt in the water to create Elven Armor,

________________________which isn't listed at the forge recipes.

 

Arcane BS ____ lvl 50 - 70 This one should need a enchanting skill minimum of about 50 to unlock it

 

Jewellry_______lvl 25 - 40

 

Mining as it exists now should be removed from the heroes "tasks" carrying lots of stuff (multiple armors, dozens of potions and 1000s of gold coins is allready stupid enough.)

If we get strongholds like in Morrowind that would be something the minions should do.

 

Smithing a piece of armor or a weapon should take up to multiple hours.

Making a whole armor should be a task for several days.

Also needs lots of coal (and alchemic ingredients for advanced equipment) which has no use yet.

(And another smith to assist you?)

 

We still miss spears a major flaw for a nord game (since its the weapon associated with Odin) its also an ideal weapon for fighting dragons and often shown on statues build for their killers in reality as in video games

the one in the Morrowind city south of Vivec (Ebonheart?).

So ideally we get a one handed spear that can be used together with an shield like the Hoplits did, among others.

And a two-handed form that allows one to us advanced

forms like halbards and similar weapons that can be swung like axes to crack up armors;

two-handed should also give normal spears an creater impact

Finally throwing spears should be possible, after throwing the spear one would draw an sidearm like a short-sword

(yeah i know we have none at the moment -.-)

 

The ability to get back some of the metals one used to create his equipment,

(like we allready have for the Dwarven armor, apparently new

styles for this material would be logic what except size would be a reason to melt them anyway!?)

 

And the ability to create ammunition, lots of: shuriken, kunai, daggers, knives and obviously arrows and bolts

 

Last point; improving quality at the moment is way to easy and almost eliminates the practical point of having a Deadric sword over a steel sword.

Ergo quality should be determined at the moment you make your weapon or armor and a quality increase should just add something like +# min-max damage

+ a overhaul of the base values to create a wider range of base damage/protection for your armor and weapons.

 

perk tree:

 

--------------------------------------------

 

_____________Orichalcum_Dragon

_________________I_________I

Steel - Silver - Advanced - Ebony - Deadric

___I_____________I

Arcane_______Dwarven

 

 

Steel - Elven - Glass - Dragon

 

Jewellry

 

--------------------------------------------

 

Yeah some artist make an anvil out of it please ^.^

 

Final Target: You buy or make the ingots for your armor smith them and put them together at the workbench

with leather and leather stripes and (optional)

adorne them with silver, gold, jewels and pelts. (Most) weapons need to be sharpend to be finished.

 

Finishing touches should also include an overhaul of the lootsystem,

so that one doesn't find an enchanted Deadric Helmet

inside an bandit overrun imperial fort's "treasure chest" like i did.

+ Lots of different Styles...

 

 

Enchanting:

 

Same problem as Smithing, way too easy to powerlevel this skill.

Enchantment Skill increases with soul gems as follows:

 

petty lvl 00 - 30

small lvl 20 - 40

medium lvl 30 - 50

great lvl 40 - 80

grand lvl 60 - 100

 

would prevent that.

 

Also make the souls of mammoths medium the are way to easy to kill and shouldn't be listet higher than

their giant owners/hunters.

Prices of filled medium, great and grand sould gems should be increased. (buy 1000, 2000, 5000 sell 500, 1000, 2000)

And especially grand ones should appear less often in the traders inventories

The Glass perk should allow us to create soul gems at the smelter.

 

Trapping higher souls should need a minimum Conjuring lvl (use the list above) else the target will resist your Soul Trap.

Ergo the Soul Trap Enchantment needs some work too, might make it so that a petty soul enchantment enables to trap petty, a small smaller and so on,

And for Bound weapons + the soul trap perk use the above lvls too.

 

Overhaul ideas for the enchanting perk tree are welcome as well as ideas for acquiring enchanting effects

(something like the morrowind style - meaning you have to have the corresponding spell which doesn't cover all effects at the moment; books would be a nice solution as well as trainers)

 

I hope i made everything understandable cause i'm a foreigner with little experience publishing in english.

 

Please tell me if i forget some points or made errors ect; i'm going to be back in a few days and check the status of the thread (might even create an updated version).

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I strongly agree with your ideas, both in smithing and enchanting.

I found illogical to become a master smith in 1 day and spamming only iron daggers...

I also found that no one that is not an exper mage could enchant things like a pro.

 

Your ideas could unite with a concept that propose more logical recepies for all objects, all tuned for higher difficulty.

 

 

A other thing that comes to my mind is that one cannot tune a sword (for better damage) if he hasen't, for example, made 5 objects of that type, to reflect he is now an expert in that material and type of weapon...perhaps a hidden counter?

 

The system to find other masters or books that teach you how to craft particular types of weapons/armours/thingies is also prone to have you explore, quest, etc...

 

Thumb up!

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@ sosoba

 

Thanks for your input.

 

Your idea: One has to work with a material ergo craft several (different) pieces of equipment to allow the

production of higher quality products, in that particular material group, is a logical conclusion and another

thing that should be implemented.

 

Also i hope i made clear that the current tuning system is inbalanced just sharpening a steel sword

at smithing lvl 100 increasing the damage from 8 (thanks to UESP Wiki) to >20 is plain unrealistic.

Thus make sharpening a part of the production and give as an NONE 100% recycling ability for our items.

 

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Besides that thanks for the 100 views. My Topic is allready on page 5 (after 24h). There are so many ideas,

complaints and small talk threads in the general section, hopefully some of the people planning

an skyrim improved mod come together and use some of the great ideas here.

 

Cause there are many things besides crafting that need an improvement

(i just picked those two up because i thought the were the easiest to mod with a good concept.)

allready heard about a recycling mod in the nexus forum btw.

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  • 3 weeks later...
I thought it would be cool to introduce an "Exotic" perk to Smithing. This would allow smithing of troll bone (like in Morrowind), light chitin (mudcrab), and heavy chitin (chaurus) armors. Trolls would need to start dropping troll bones and skulls in their loot. Of course this would require new armor graphics/models, which probably wouldn't happen without a DLC or a major player mod.
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