copykakashi89 Posted March 6, 2013 Share Posted March 6, 2013 I have a lot of armor and weapons mods. This becomes really annoying when I want to smith something. There are like 100+ items in steel and iron. Takes all day to scroll through them. I don't wanna uninstall the mods as I use those armor and weapons. Is there any way to hide/unhide unwanted stuff in smithing menu? maybe some mod that allows this? Thanks. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted March 6, 2013 Share Posted March 6, 2013 Is there any way to hide/unhide unwanted stuff in smithing menu? maybe some mod that allows this? Thanks. No. Uninstall the mods you don't want. Link to comment Share on other sites More sharing options...
unuroboros Posted March 6, 2013 Share Posted March 6, 2013 If you're feeling up to it, you could mod this yourself. The way items get hidden in these menus is by putting "conditions" on them, with the most common condition being that you already have part or all of the materials required. Say a recipe requires a Skeever Tail and Leather, it could be set not to show up unless you have at least one Skeever Tail in your inventory. So the idea would be you make a mod that has all these other mods as parent ESP / ESM's, and you override the recipe (in your mod) to add the conditions. Doing it this way is cleaner since you're not directly editing anyone else's mod; you would lose your changes if you updated the mod later. Link to comment Share on other sites More sharing options...
niceguy Posted March 6, 2013 Share Posted March 6, 2013 (edited) If you're feeling up to it, you could mod this yourself. The way items get hidden in these menus is by putting "conditions" on them, with the most common condition being that you already have part or all of the materials required. Say a recipe requires a Skeever Tail and Leather, it could be set not to show up unless you have at least one Skeever Tail in your inventory. So the idea would be you make a mod that has all these other mods as parent ESP / ESM's, and you override the recipe (in your mod) to add the conditions. Doing it this way is cleaner since you're not directly editing anyone else's mod; you would lose your changes if you updated the mod later.Some item mods now come with a special item one need to have in invetory to be able to see them in the crafting list. Others use uniqe crafting stations. Edited March 6, 2013 by niceguy Link to comment Share on other sites More sharing options...
copykakashi89 Posted March 10, 2013 Author Share Posted March 10, 2013 Sorry i know nothing of modding so i can't do all that :( Im surprised that no one has tried to make a mod like this. I am using the mod items so i can't simply delete them. I need armor but i don't need the option to make them every time. Just out of curiosity, just like iron steel etc can't we make a whole new section say hidden items and an option that lets you move those items to that category? Like favourite/unfavourite maybe a hide/unhide? is it not possible? Link to comment Share on other sites More sharing options...
unuroboros Posted March 10, 2013 Share Posted March 10, 2013 The sections are hard-coded. This has long been a lament for modders, unfortunately. And modding isn't that hard to pick up. A simple mod to change recipes wouldn't be any harder than fighting Alduin. ;) Link to comment Share on other sites More sharing options...
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