[RELWIP] Armoury of Tamriel, Thread 7

Post » Sun May 20, 2012 9:27 am

http://www.skyrimnexus.com/downloads/file.php?id=2933

I've put together giant gallery images displaying all of the weapons included in my mod. Upon completion I discovered there are exactly... entirely more than I care to count. lol. (I had to cut them up into 6 different images and make them much smaller than I want just for the filesize to be accepted.)
The galleries are...
http://www.skyrimnexus.com/downloads/images/2933-4-1326695671.jpg
http://www.skyrimnexus.com/downloads/images/2933-5-1326695671.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1326695668.jpg
http://www.skyrimnexus.com/downloads/images/2933-2-1326695669.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1326695714.jpg
http://www.skyrimnexus.com/downloads/images/2933-3-1326695670.jpg

This version is an .esp update only. Full Version 0.6.0 is required.
================================================================
The Elder Scrolls V: Skyrim

Crafting 300: Armoury of Tamriel, 0.6.2

Textures By,
-Baratan

Unique Weapon Descriptions By,
Albatross & wiz0floyd

Special Thanks to,
-gamesas Game Studio
-My Fans on SkyrimNexus & the gamesas forums for their endless support!
--Prateem, Ysne58, ishmaeltheforsaken, PewPewLazehs, Eloquate, Schitzoflink, Scion-of-Fenrir, Imp of the Perverse
-My Girlfriend, for not murdering my computer.

Featuring,
Maker's Mark Ingots,
-Omni Mike
================================================================
Installation instructions
----------------------------------------------------------------
1- Extract the archive to your "Skyrim/Data" folder.

2- Enable Crafting300.esp

3- Launch Skyrim
================================================================
Mod Description
----------------------------------------------------------------
This mod is what will become a crafting & weapon overhaul. This will effect, modify and add weapons to crafting, leveled lists, and anywhere else weapons are found in the game.

-Total new crafting recipes to 126!
-Crafting materials and equipment styles independent of each-other.
-Not all Orcish swords are made of orichalcum and not all orichalcum swords are made in Orcish style.
-I have changed all of the game's basic weapon models & textures with different textures representing their material.
-Materials and styles will each and exclusively affect a weapon's overall capabilities. Material used will be the level/power based component, while style will be mostly aesthetic with minor benefits.
-Level progression will be as follows. Iron > Steel > Alchemical Silver > Orichalcum > Dwemer Metal > Moonstone > Glass > Ebony > Daedric.
-The different weapons styles will be. Basic, Nordic, Dwemeri, Dunmeri, Altmeri, Altmeri Ornate, Orcish, Dremora, Breton, Imperial, Akaviri, Ancient-Nord and Redguard.
-Crafting styles unlock alongside their required material. Example, learning Steel Smithing unlocks all varieties of steel weapons.

-73 new Unique Weapons!
-In addition to the changes to crafting & leveled-lists. This mod adds scores of new & old Unique weapons. Most returning from Morrowind & Oblivion.
-Unique weapons are given descriptions containing a combination of flavour text and enchantment details.

================================================================
New in this Version

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Armoury of Tamriel, 0.6.2

New crafting recipes
-All material varieties of Basic Quadrelle added to crafting.
-Maces require 4 total ingots to craft.

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

Armoury of Tamriel, 0.6.1

New crafting recipes
-All material varieties of Basic Greatsword added to crafting.
-Greatswords requires 6 total ingots to craft.

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Armoury of Tamriel, 0.6.0

Major graphical upgrade
-All currently implemented weapons, Vanilla weapons and "Armoury of Tamriel" weapons are using my new textures.
-All one-handed swords are using new shaders bringing a whole new level of quality to my weapons and their Vanilla counterparts.

.esp changes
-Renamed "Malachite Ore" & "Refined Malachite" to "Raw Glass" & "Refined Glass".
-Reduced ingot material cost for sword recipes. Swords require 4 Ingots of metal total. 3 for the blade and 1 for the handle.
-Changed a couple smelting recipes. Steel requires 2 Iron & 1 Charcoal. Iron Requires 2 Iron Ore.

Other Changes
-Mod description updated to reflect current plans.

================================================================
Version History

Spoiler
----------------------------------------------------------------
Armoury of Tamriel, 0.5.6b

Fixed a typo preventing Vanilla enchanted Daedric Dremora Greatswords from displaying properly on 3rd person characters.

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Armoury of Tamriel, 0.5.6

All material varieties of Ancient Sword added to crafting. That brings the total new crafting recipes to 117.
Leafblade recipes exchanged wood for leather. Removed gem components.

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Armoury of Tamriel, 0.5.5

All material varieties of Dremora Badelaire added to crafting. That brings the total new crafting recipes to 108.
"Firewood" renamed "Prepared Wood" to imply the wood is used for more than just fires.
"Quicksilver Ore" & "Quicksilver Ingot" Renamed to Alchemical Silver to imply it's function inspired by both D&D and Morrowind.

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Armoury of Tamriel, 0.5.4

Fixed a typo preventing Daedric Greatswords from displaying properly on 3rd person characters.

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Armoury of Tamriel, 0.5.3

All varieties of:
-Orcish Scimitar
-Akaviri Katana
-Breton Longsword
-Dunmeri Talwar
-Ornate Leafblade
-Redguard Cutlass
-Altmeri Leafblade
added to crafting!
That's 99 new crafting recipes already in-game!!!

Other minor, numerous and various tweaks here and there throughout. Bugfixes, description changes and such.

----------------------------------------------------------------
Armoury of Tamriel, 0.5.2

Dwemeri Broadswords & Imperial Spatha added to crafting.
Crafting now includes all varieties of:
-Basic Longsword
-Nordic Longsword
-Dwemeri Broadsword
-Imperial Spatha

Flavour Text & enchantment information Added for all Unique Weapons, old & new.
(Thanks, Albatross & wiz0floyd)

----------------------------------------------------------------
Armoury of Tamriel, 0.5.1

All basic weapons artwork complete.

73 Unique Weapons!
-Alessandra's Dagger
-Amren's Family Sword
-Balgruuf's Greatsword
-Blade of Woe
-Bloodhawk Claymore
-Bloodthorn
-Bolar's Oathblade
-Chrysamere
-Ice-blade of the Monarch
-Ghorbash's Ancestral Battle-axe
-Great-axe of Fiery Souls
-Dragonbane
-Gauldur Blackblade
-Red Eagle's Fury
-The Pale Blade
-The Woodsman's Friend
-Windshear
-Chillrend
-Herebane's Courage
-Grimsever
-Spirit-Eater
-Saint's Black Sword
-Conoon Chodala's Axe
-War Axe of Airan Ammu
-Cloud Cleaver
-Dwemer Pneuma-Trap
-Cloudkiss
-Widowmaker
-Fury
-Magebane
-Sword of Agustas
-Tamreki, Shackler of Souls
-Black Hands Dagger
-Dwemer Jinksword
-Shimsil
-Cleaver of St. Felms
-Soul Drinker
-Wings of the Queen of Bats
-Goldbrand
-Fang of Haynekhtnamet
-Blackwater Blade
-Debaser
-Rugdumph's Sword
-Witsplinter
-Volendrung
-Wuuthred
-Aegisbane
-Gauldur Blackbow
-Firinel's End
-Bow of the Hunt
-Angis' Bow
-Skull Crusher
-Scourge
-Eduj
(Not all artifacts can be found in-game yet. Those already included in Skyrim will use my new textures/meshes! You can access other unique weapons with the console)

Crafting perks renamed to implicate their effects also unlock racial styles as well as crafting materials. Example, Steel Smithing also unlocks the Nordic weapon designs.

Implemented new crafting recipes for basic & Nordic style swords. The player can craft these weapons at a forge assuming he has the required perks.

----------------------------------------------------------------
Armoury of Tamriel, 0.5.0

Almost all weapons complete except bows, arrows, quivers, maxes and warhammers.

.esp work begun
-Weapons point to my meshes instead of replacing vanilla meshes
-Corundum renamed Copper.

Basic weapon name changes begun.
-Dwarven > Dwemer
-Elven > Altmer
-Battle Axe > Great-axe
-War Axe > Battle-axe

Artifacts & unique weapons given new, unique textures!
(Not all artifacts can be found in-game yet. Those already included in Skyrim will already use my new textures/meshes!)

----------------------------------------------------------------
Swords, Axes & Daggers of Tamriel, 0.4.0
-Daggers completed.
-Dagger replacer implemented.
-Glass weapon style (I call them Ornate Altmeri Style) also completed, though only the axe models are used as a replacer, the sword & greatsword texture/meshes are all done and included in the download.
-Ebonblade now uses my Ebony Akiviri Dai-katana mesh/texture instead of the steel one.

----------------------------------------------------------------
Swords & Axes of Tamriel, 0.3.1
-Entirely new glass material texture. Finally a glass texture I feel is 'perfect'. :smile:

----------------------------------------------------------------
Swords & Axes of Tamriel, 0.3.0
-I've put together almost entirely new material textures for everything.
Ebony is now a smooth, glossy black material.
Malachite is smooth and less chunky.
Daedra Heart red is darker, with more veins.
Gemstones are all new.
Redid all of the cloth colours for the hand-wraps.
Made a new less-red wood texture.
New, less saturated gold texture.
New brushed silver texture.
New, now smooth special quicksilver texture.
New smooth steel texture.
New Iron texture.
New dead-wood texture especially for Daedric weapons.
-Finished the Ancient Nord style weapons. Additional weapon replacers, in addition to 0.2.0.

----------------------------------------------------------------
Swords & Axes of Tamriel, 0.2.0
-Merry Christmas!
-Included total axe replacer in addition to a new sword replacer.
-Axes replaced.

----------------------------------------------------------------
Swords of Tamriel: 0.80
-Restructured all of my my meshes & textures.
The different weapon styles, since their normal/environment maps are all the same anyway will all point to the same textures instead of pointing to a different texture for each material. Therefor I deleted all of the duplicate normal/environment maps. That cut back the mod's overall filesize by about 2/3rds.
-This should be the last sword-only replacer version.
-This replacer is more basic/realistic than the older "Swords of Tamriel" versions. This replaces all one-handed and two-handed sword meshes and textures with my own basic sword & basic claymore meshes textures.

----------------------------------------------------------------
Swords of Tamriel: 0.70
-Brightened Texture of all Altmeri Great-leafblade style sword textures, to make them in-line with Altmeri Leaf-blade textures.
-Major file-size reduction.
-Redone Imperial Broadsword textures.

----------------------------------------------------------------
Swords of Tamriel: 0.60
-New Glass Style.
Glass Greatsword > My Glass Altmeri Great-leaf-blade
Glass Sword > My Glass Altmeri Leaf-blade
Ebony Sword > My Ebony Breton-sword
Ebony Greatsword > My Ebony Breton-greatsword

----------------------------------------------------------------
Swords of Tamriel: 0.50
-Snuck in a new Ebony Material Texture. :wink:
-Redone Daedric weapon textures. Much less red going on.
-Two-handed swords also now replaced!
-Swords are essentially complete. Now to start the next weapon type!

----------------------------------------------------------------
Swords of Tamriel: 0.40
-Tweaked most textures. A Few have been redone from scratch.
-Mesh replaces most swords in-game with my new meshes/textures.
-No new weapons now. All replacers at this point.
-Based on user feedback this version is much more subdued than 0.30. The weapons should blend in with the world much better.
-As Always, please give me your feedback, suggestions, ideas!

----------------------------------------------------------------
Swords of Tamriel: 0.30
-Reworked all of my textures based on user feedback. Cut filesize in half.

----------------------------------------------------------------
Swords of Tamriel: 0.20
-Replaces all sword meshes and textures with new material and style based meshes.

----------------------------------------------------------------
0.11
-Added Daedric Longsword replacer.
-Fixed lighting bug on world meshes on all meshes.

----------------------------------------------------------------
0.10
-Replaces all longsword meshes with a common longsword mesh, though each different material will be represented by the texture.

================================================================
Contact Info
----------------------------------------------------------------
Questions/Comments and fellow modders welcome to contact me at ByblosHex At Gmail.com

================================================================
Agreement
----------------------------------------------------------------
For downloading and installing this modification I ask you to...
-Do not sell any of the contents of this archive or the archive as a whole.
-Do not share or otherwise redistribute any of the archive's contents or the archive as a whole without permission form the author.
-Do read the Read-me

================================================================
Compatibility Information
----------------------------------------------------------------
http://forums.theelderscrollsskyrim.com/viewtopic.php?f=6&t=5743

================================================================
Downloads & Extras
----------------------------------------------------------------
Download my Oblivion mods here:
http://www.tesnexus.com/modules/members/index.php?id=34843
Download my Skyrim mods here:
http://www.skyrimnexus.com/modules/members/index.php?id=34843


My final statement on the subject of compatibility information.
Compatibility information isn't quite the same as a compatibility list or compatibility section. This information is universal and independent of which mod you're looking at. If you're interested in learning about Skyrim mod compatibility read this article.
http://forums.theelderscrollsskyrim.com/viewtopic.php?f=6&t=5743
The information is and has been out there for anyone willing to look for it. I didn't write the guide and I'm not interested in writing one either. Simply put, if someone is concerned about compatibility they can figure it out on their own. It's not something I plan to invest any time in.
Simply stating which objects are changed is a waste of my time. a. You can open the .esp in any tool and see for yourself. b. Every-time the version changes, different objects are changed. c. I'm not going to waste unnecessary time explaining things people should be able to figure out on their own.

If an interested person would type their question "Skryim Mod Compatibility" into I don't know, Google or something, they would get all the answers they're looking for. There's no need for me to go through and repeat things which are already written. I prefer to spend my time writing and creating things which have not yet been written or created, not wasting my time repeating the same things over, and over and over despite them already being written by a dozen other people in a dozen other places. If I wanted to do that, I'd be a school teacher, not a Skyrim Modder.
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Sun May 20, 2012 5:20 pm

On the topic of Firesalts - they are quite uncommon. Perhaps making them have a small chance of being mined along with Ebony and Malachite, like how you sometimes find gems and the like?
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Sun May 20, 2012 12:26 pm

What if certain forges didn't require firesalt? I'm thinking Riften after the quest, skyforge, and silent moons.
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sun May 20, 2012 12:23 pm

What if certain forges didn't require firesalt? I'm thinking Riften after the quest, skyforge, and silent moons.

That's a cool idea, though I'm pretty sure it would mean having to create a whole lot of duplicate recipes (though I guess creating them would be easy, just duplicate the original recipe, remove the firesalt ingredient, and make whatever changes are needed to make it only show up at the appropriate forges.)

Other things that could be done would be adding more firesalts to alchemist vendors (though that might make the Riften forge quest too easy) and increasing the flame atronach death item count.
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Sun May 20, 2012 2:09 pm



That's a cool idea, though I'm pretty sure it would mean having to create a whole lot of duplicate recipes (though I guess creating them would be easy, just duplicate the original recipe, remove the firesalt ingredient, and make whatever changes are needed to make it only show up at the appropriate forges.)

Other things that could be done would be adding more firesalts to alchemist vendors (though that might make the Riften forge quest too easy) and increasing the flame atronach death item count.
I vote for increased death item count.
User avatar
Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Sun May 20, 2012 3:35 pm

It'd be nice if you could add conditions to individual recipe ingredients and outputs, that'd make this sort of thing a lot easier - temporarily add a perk to the player when they're using one of those special forges, then have the firesalt ingredient check for that perk. Ah well, maybe in the next TES game...

*Edit - Sort of beyond the scope of this mod, but it'd be cool if the firesalts were pickpocketable like briarhearts, "extinguishing" the flame atronach if you do it in battle.
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Sun May 20, 2012 1:03 pm

I was thinking of making the Ingots require the fire-salts. Ingots are made at smelters. This would make Ebony more exciting & difficult to produce.
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Sun May 20, 2012 8:31 pm

I was thinking of making the Ingots require the fire-salts. Ingots are made at smelters. This would make Ebony more exciting & difficult to produce.

It'd also quintuple the amount of firesalts you need. They really are hard to come by, so that might be a bit much.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sun May 20, 2012 9:09 pm

Well. How else would the smelter become hot enough to melt volcanic metal? Maybe there could be alternate materials besides fire-salts? Perhaps some sort of an imbued charcoal?
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Sun May 20, 2012 7:13 am

Well. How else would the smelter become hot enough to melt volcanic metal? Maybe there could be alternate materials besides fire-salts? Perhaps some sort of an imbued charcoal?

The smelter is also a different piece of equipment from the forge. Maybe it gets hot enough to smelt whatever ore you put in it, but forges don't get hot enough to soften the volcanic metals? I'm just saying, from a balance perspective requiring one firesalt per ingot would probably be too much.

*Edit - The creation of some steels requires temperatures hotter than magma, so if a smelter can make steel, it can probably work with the volcanic materials.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Sun May 20, 2012 11:19 am

The smelter is also a different piece of equipment from the forge. Maybe it gets hot enough to smelt whatever ore you put in it, but forges don't get hot enough to soften the volcanic metals? I'm just saying, from a balance perspective requiring one firesalt per ingot would probably be too much.

*Edit - The creation of some steels requires temperatures hotter than magma, so if a smelter can make steel, it can probably work with the volcanic materials.

I did not know that. Problem solved.
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helliehexx
 
Posts: 3477
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Post » Sun May 20, 2012 4:52 am

180 textures left before I start meshes.
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Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sun May 20, 2012 10:19 am

As far as I can find out, most real medieval forges used coke, coal or charcoal as fuel. Requiring firesalts would be going overboard in my opinion, charcoal would be enough. The blacksmith in Riften says that firesalts are his secret recipe to making superior goods, not that they are required to work the forge at all.

It would be cool if you could get a temporary fortiify smithing effect from adding some firesalts to the forge fire though. I do think requiring some charcoal or firesalts for every recipe would be too much, but you should need some to heat up the forge. For the forges in town, you shouldn't need much, since the blacksmith who owns it will keep it hot constantly for their own work anyway. Maybe require one charcoal or firesalt per in-game half hour of time? For the forges in caves or camps you should need more though. Perhaps 5 charcoal or firesalts to fire it up and then 1 per half-hour to keep it going? That would help fix some of those stupid situations I've come across like finding a forge in a millenia abandoned dwemer ruin and finding it to be already burning and ready to use.
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sun May 20, 2012 3:40 pm

firesalts as a requirement is a horible idea imo, what is with you people and over complicating everything.

EDIT: as some sort of temporary Bonus sure, but not a requirement.
User avatar
Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Sun May 20, 2012 4:25 pm

ETA on Bows?

Great progress on melee!
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BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Sun May 20, 2012 6:11 pm

firesalts as a requirement is a horible idea imo, what is with you people and over complicating everything.
Because we like complicated recipes. :shrug:
It makes it more of an accomplishment when you finally craft it, I suppose.
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Sun May 20, 2012 7:42 am

Are any of the craftable weapons enchanted? I noticed a meter under a few of them at the forge.
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Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Sun May 20, 2012 7:19 am

Because we like complicated recipes. :shrug:
It makes it more of an accomplishment when you finally craft it, I suppose.
I don't mind complicated recipes when it makes sense and isn't just adding rare materials for the sake of making it harder to craft.
as for fire salt it is my opinion that only that one forge sould be able to use it, and that whe it has some you get some sort of bonus to smithing.
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Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Sun May 20, 2012 3:46 pm

I don't mind complicated recipes when it makes sense and isn't just adding rare materials for the sake of making it harder to craft.
as for fire salt it is my opinion that only that one forge sould be able to use it, and that whe it has some you get some sort of bonus to smithing.

For my game I wouldn't mind firesalt requirements for glass, ebony, and daedric, but I can see where some might find it annoying/unnecessary (I'm using a dragonbone weapons mod right now that requires flawless diamonds and its truly just a pain.)

As for a bonus to smithing from fire salts, a hotter forge in and of itself probably wouldn't give you better stuff (its just there to make the metal pliable after all) but you could maybe use them as part of some sort of annealing process - craft hardened versions of some weapons that could maybe be improved more via the grinding wheel (harder steel or ebony would hold an edge better than soft.) Kind of a lot of extra work though.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Sun May 20, 2012 12:50 pm

Hey, Baratan, could you put the version history in a spoiler tag? It's getting kinda long. ;)
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Sun May 20, 2012 2:18 pm



For my game I wouldn't mind firesalt requirements for glass, ebony, and daedric, but I can see where some might find it annoying/unnecessary (I'm using a dragonbone weapons mod right now that requires flawless diamonds and its truly just a pain.)

As for a bonus to smithing from fire salts, a hotter forge in and of itself probably wouldn't give you better stuff (its just there to make the metal pliable after all) but you could maybe use them as part of some sort of annealing process - craft hardened versions of some weapons that could maybe be improved more via the grinding wheel (harder steel or ebony would hold an edge better than soft.) Kind of a lot of extra work though.
I was talking about the forge in riften that is supposed to make superior gear but needs fire salts.
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Catherine N
 
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Joined: Sat Jan 27, 2007 9:58 pm

Post » Sun May 20, 2012 2:55 pm

I think it's probably worth noting that even with those twenty firesalts the smith in Riften produces the exact same quality goods as any other smith. Might be that they're just his personal smithing placebo. :tongue:

On the subject of material requirements I remember discussion about the dremora weapons earlier and people decided that they should require an ebony ingot to forge because of the black material. Just wanted to chime in on that, ebony is both rare and pretty valuable, especially at early levels, so it seems that no one would ever forge iron, steel, silver, etc dremora weapons, because frankly you'd be better off saving it. That being said I do like the idea of a special requirement for the dremora weapons. Maybe void salts would work better though? Works as an explanation for the black metal, is suitably daedric in origin and is still pretty rare and expensive without making the player feel like they're wasting something really valuable.

And if anyone's interested, I've figured out what I was doing wrong with the shaders for the axe and am working on getting a quicker and easier system together for making the 3rd person meshes. So I should be able to start working in earnest on getting some axes/blunt weapon varients together soon for you guys to yae/nay.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Sun May 20, 2012 5:31 am

Because we like complicated recipes. :shrug:
It makes it more of an accomplishment when you finally craft it, I suppose.
I think I will keep the exotic ingredients to the Unique Weapons. Speaking of which... which of the unique weapons should I make craftable and with which requirements? There's a huge list of them!

Are any of the craftable weapons enchanted? I noticed a meter under a few of them at the forge.
The meter is displayed for any item with a description. It doesn't mean they're enchanted.
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Sun May 20, 2012 5:31 am

I think I will keep the exotic ingredients to the Unique Weapons. Speaking of which... which of the unique weapons should I make craftable and with which requirements? There's a huge list of them!

Maybe the random unique's from MW?
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Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Sun May 20, 2012 1:47 pm

Maybe the random unique's from MW?
Well yes... but which ones in particular and which ingredients should they require and which perks etc. Eventually they will be recipes found in the game-world but in the meantime they're going to have to be unlocked in a different way.

Should Arcane smithing just unlock them all for now?
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Barbequtie
 
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Joined: Mon Jun 19, 2006 11:34 pm

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