[WIP] Complete Crafting Overhaul

Post » Wed May 23, 2012 12:00 am

http://skyrim.nexusmods.com/downloads/file.php?id=8003
Current version: 1.10

Prerequisites
* http://skyrim.nexusmods.com/downloads/file.php?id=6047
* http://skyrim.nexusmods.com/downloads/file.php?id=4719

Completion of Vanilla
* Add missing gear (e.g. add Elven Gilded Boots/Bracers/Helmet/Shield to complete the Elven Gilded set)
* Add all missing recipes for gear creation
** Including recipes for creating arrows
** Including recipes for creating 'faction' gear (unlockable via quests)
* Add all missing recipes for gear improvement

Complete rebalance
* More logical recipes that follow similar patterns for similar gear [based on type].
** For example, 'Light' Daggers (e.g. Elven) require 2 Main Ingots (and sometimes 1 Secondary Ingot), while 'Heavy' Daggers (e.g. Dwarven) require 3 Main Ingots (and sometimes 1 Secondary Ingot). This is on top of other material requirements.
** This prevents Iron Dagger/Leather Bracer grinding, but does not 'punish' players by over-correcting. It also balances the Light/Heavy paths.
* Dwemer Scrap now yield sensible amounts of Dwarven Ingots (roughly 1 Dwarven Ingot per 4 pounds of scrap)
* Player will not be able to smelt ores into ingots without the relevant smithing perks.

Completely integrated/rewarding
* Unable to craft 'faction' Armors unless you are part of the faction [or meet a similar requirement]. For example, you will not be able to craft Imperial gear unless you join the Imperial Legion. If you choose the Stormcloak's side, you will be able to craft Stormcloak gear instead. If you join the Companions, you will be able to craft Companions gear. If you become Thane of Markarth, you will be able to craft Markarth Guard gear. Etc...

This is IMO, the sixiest feature of CCO, and the one I'm most proud of. Other crafting mods tend to just add the gear and tie it to crafting perks. Meaning that a Warrior type would have their Smithing list cluttered with Dark Brotherhood gear, Thieves Guild gear, etc... You want to craft Thieves Guild gear? Earn it by joining the Thieves Guild! This is an extremely rewarding and satisfying system.

Completely unbugified/removed idosyncracies/add little niceties
* Prevent useless recipes from displaying. Say goodbye to having 6 different recipes for Dwarven Ingots cluttering your menus.
* Player will not be able to craft special weapons at the Skyforge unless they have the relevant Smithing perk.
* Needless steps are gone. Want to get some Leather Strips? Now you can convert Hides and Pelts directly into them, without going through Hide/Pelt -> Leather, Leather -> Leather Strips.
* Lets you convert between Hooded and Non-Hooded Robes variants at the tanning rack. Only works for "plain" robes and a select few magical robes like the Archmage's Robes. Will add magical robes eventually.
* Lets you upgrade leveled items. No longer are you punished for completing quests early in the game!

Completely fixes the leveled item problem
* When you reach a higher level, you will be able to upgrade your leveled items.
** For example, upon reaching Level 18, you will be able to convert the 12th-Level "Shied of Solitude" to the 18-th level version. If you reach level 25, you will be able to convert both the 12th- and 18th-level shields to their 25th-leveled version.
** Unfortunately, if you improved the 12th-level Shield of Solitude at the workbench, then upgrade it to the 18th-Level version, you will need to re-improve it. But I'm pretty sure you'll agree it's not that big a deal considering you'll have a better base item, and it'll only cost you one ingot to re-improve it.

Completely Lore-Friendly
* In-universe unique gear remains uncraftable (e.g. Daedric Artifacts).
* All recipes are either based on a "smarter" version of the vanilla recipes, or on reasonable interpretations of in-universe lore. For example Fur Armors now require Pelts instead of Leather.

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

It's out now. There are some more details on the Nexus.
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Tue May 22, 2012 10:13 pm

Sounds promising. There already are mods that do most of this, but I like the sound of some of the smaller details you're planning. For instance, it's always bothered me that you can craft imperial gear but not stormcloak gear, and most mods go about that by requiring you join the stormcloaks to forge their gear despite this being unnecessary to forge imperial gear. Glad you're fixing that.

Some other things that bugged me about the faction gear - there are imperial weapons but no stormcloak weapons, the stormcloak armor is incomplete and doesn't include gloves or boots and stormcloak gear is all light armor but imperial has both light and heavy armor. It's like the game is biased towards one side of the civil war. Do you have any plans to address any of these issues?

Also, I like the idea of completing the gilded elven armor set, but I think the armor badly needs to be rebalanced. A suit of Gilded Elven armor + regular elven gloves, helm and boots is actually equal in armor rating to a suit of Scaled armor, despite being craftable a full 20 skill points earlier. This makes the Advanced Armor perk utterly useless for light armor users except as a prerquisite for unlocking Glass Smithing. Completing the Gilded Elven set would just make Scaled armor even more useless. I'd suggest moving Gilded Elven armor to the Advanced Armor perk or making it a lot harder to craft.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Wed May 23, 2012 2:22 am

Released.

If a mod could update the thread title to [RELz] instead of [WIP], it would be much appreciated.
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Wed May 23, 2012 2:53 am

Version 1.01 is out. Many small bugfixes, and added Guild Master's gear (unlockable by becoming the Guild Master).
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Tue May 22, 2012 9:27 pm

v1.02 -- Add Hooded Robes <--> Non-Hooded Robes at the tanning rack. Fix certain items' description.
v1.03 -- Can now 'smelt' Firewood into charcoal. Misc. fixes for recipes depending on Deer Pelts and Charcoal. Steel Guard/Stormcloak Boots/Gauntlets are now craftable.
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Wed May 23, 2012 6:53 am

Will I be able to craft glass/ebony/daedric scimitars?
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Wed May 23, 2012 8:15 am

Ooh. I like most of this. I'll be keeping an eye on this one; it does some things similar to what I'm doing, and a few things differently. Good luck doing everything.
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Tue May 22, 2012 4:31 pm

Will I be able to craft glass/ebony/daedric scimitars?

Nope.
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Wed May 23, 2012 12:42 am

Alright, mod is in version 1.06 right now. Here's what's new since v1.03

* Add craftable Lockpicks (Join the Thieves Guild). You can make them at the Smelter. This is to prevent grind-leveling by turning Iron Ingots into Lockpicks.
* Add craftable Nightingale Blade/Bow (Become a Nightingale). They are leveled appropriately and you must have the relevant Smithing perk to make them (Ebony Smithing, unlike the armor gear, which requires Basic Smithing).
* Add improvement recipes for craftable Nightingale gear
* Fix Better Sorting (accidently broke it in v1.03)
* Fix Guild Master's Boots keywords
* Fix Steel Cuffed Boots/Steel Nordic Gauntlets recipes
* Fix Studded Imperial Armor recipe
* Levelled equipment is now upgradable (Must have appropriate level + Relevant Smithing perk + Arcane Smithing for magical equipment). [This was a ****ing PITA to implement]
* The Smithing tutorial now gives appropriate ammount of crafting materials.
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Wed May 23, 2012 7:47 am

Changelog since version 1.06. Current version is 1.10.
* Rebalance recipes. I essentially got rid of the increased components cost for Heavy Gear. It was not necessary to prevent grinding and made it too hard for the heavy armor path.
* Sync with WAF v1.20 (Nightingale Bows are now properly silenced).
* Fix Guard Armor quest requirements.
* Craftable Guild Master's gear is now improvable.
* Savior's Hide improvement recipe fixed.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am


Return to V - Skyrim