sodie Posted February 11, 2012 Share Posted February 11, 2012 (edited) I downloaded some awesome looking weapons for smithing. The only problem is they are all deadric while my character is following a light armor smithing tree. How do I edit the mod files so that the weapons become glass weapons? (Especially the Fenris Long bow). Edited February 12, 2012 by sodie Link to comment Share on other sites More sharing options...
NoAardvarksAllowed Posted February 12, 2012 Share Posted February 12, 2012 In the CK Object Window>Items>Weapon>Open the weapon you want to mod. Delete the WeapMaterialDaedric entry in the Keywords field, and add a WeapMaterialGlass one. Since you want to be able to craft the weapon and also improve it at the grindstone, you go to Items>Constructible Object. You will need both a basic recipe entry to make the item, and a temper entry to improve it--make them by modifying any existing entries for your weapons (malachite and moonstone replaces Daedra heart and ebony), or if there aren't any, make new ones based on the vanilla Glass Bow entries. Save and load your .esp. Now the stuff you want to craft should show up at the forge. If you already had the bow in the game it might disappear, since you changed it. Just make another or add it with the console. Link to comment Share on other sites More sharing options...
sodie Posted February 12, 2012 Author Share Posted February 12, 2012 Thank you for your very detailed answer. Now however I want to change them to Dragon Weapons for them to be the apex of both light and heavy smithing, but I can't seem to find the WeaponMaterialDragon ID, could you please provide some insight? Link to comment Share on other sites More sharing options...
sodie Posted February 12, 2012 Author Share Posted February 12, 2012 (edited) Thank you for your very detailed answer. Now I want them to be the apex of both heavy and light smithing, Dragon Smithing that is. How do I do this since I can't seem to find the WeapMaterialDragon ID, there are only those for Armor... Edited February 12, 2012 by sodie Link to comment Share on other sites More sharing options...
NoAardvarksAllowed Posted February 12, 2012 Share Posted February 12, 2012 There is no such thing as Dragon weapons in the game. Dragon bone and scales are only used for armor. Daedric is the best type of weapon you can craft. Link to comment Share on other sites More sharing options...
sodie Posted February 13, 2012 Author Share Posted February 13, 2012 (edited) Oh, so it's not possible then. When then, how do I change Dragon Armor from Heavy to Light? Because I have this skimpy version for female character that should be light armor (it's just logical)... Also, when I edited recipes and weapon types as you mentioned, instead of changing the values as indicated, the creation kit created new 'duplicated' entries for those changes with a different form ID, so when I check at the forge, there are now to different versions of the same weapon, one glass, one daedric to craft. How do I overcome this? Edited February 13, 2012 by sodie Link to comment Share on other sites More sharing options...
NoAardvarksAllowed Posted February 13, 2012 Share Posted February 13, 2012 Open the entry for your armor in Items>Armor, and in the Keywords field you delete the ArmorHeavy entry and add an ArmorLight entry instead. This will make the armor light. If you want to replace an item in the game, as opposed to add a new one, you will have to give the new object the same identical form ID as the old one. The same goes for recipes. But something that must be remembered is that the game adds an alphanumerical indexing prefix (2 letters/numbers) to every separate .esp your game loads, and this prefix is also added to the form IDs of the contents in the .esp when the game loads. So even if two items in two separate .esps have the same form ID in the editor, they will get unique IDs in the game, and both will therefore be available. So, to be rid of the unwanted recipes, they have to be deleted from their .esp. If you made your changes by modifying the original .esp, just delete the old recipe entries. If, on the other hand, you've made your changes in a new .esp, you have to load (and set as active) the original in the CK, and in it delete the recipes. Now only your new bow should show up at the forge. Link to comment Share on other sites More sharing options...
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