Why smithing? WHY?!

Post » Sun Jun 24, 2012 1:21 pm

i stopped playing skyrim for a while now.. a long while.. but i still come to check the mods from time to time since a mod can change your whole game experience, so its nice to keep an eye on it.

but WHY do 95% of all armor and weapon mods go with the "just stick it in the smithing system" approach? i mean no disrespect and even if i don't use your mod i thank you from the bottom of my heart that you take your free time and use it to give us FOR FREE something that you made and didn't had to share but still did.

skyrim, like oblivion, like morrowing, and so on is about exploring. you are dropped in the world and go explore the [censored] out of it, discover awesome weapons and armor and be glad that you found it. so it would make sense and make the game a LOT more awesome if you just plant your armor and weapons at random points in the game. create a chest here, make an npc wear your items there.. im not asking you to create a whole new dungeon.

i remember in oblivion i used like 50 mods (its not 50 but i have memory problems so lets agree that it was a lot of mods) that just put their armor and weapons at specific dungeons and give you a little hint, a smack on your bum saying "go find it, boy!" and you have your very own quest that you made for yourself. "i shall discover it's location by reading this book.." (or cheat and look at the picture the author of the mod posted of it's location) ".. and claim that armor/weapon as my own!" you want to make it more awesome? don't use fast travel and walk your way there.

then came skyrim and introduced us with the smithing system and now weapon and armor mods are "here ya go, hope you like it :smile: just go to the anvil and its under daedric category" not very adventurous i'm afraid.


again, i don't mean to offend anyone, and i mean no disrespect. i just hope that it will wake some people up and make them think twice on how to implement their mod into the game :smile:
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Jynx Anthropic
 
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Post » Sun Jun 24, 2012 4:00 pm

-Use console command Help [insert the name of the object you are looking for] 0
-The ID will appear
-use command player.additem [insert ID here] [insert amount here]

Or
http://skyrim.nexusmods.com/mods/14474


I prefer mods to "just stick it in smiting" to prevent conflicts.
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Mark Hepworth
 
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Post » Sun Jun 24, 2012 4:57 pm

Its far easier to add something to smithing then it is to make an adventure for it.
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Anna Beattie
 
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Post » Sun Jun 24, 2012 5:33 am

I don't remember most weapon and armor mods placing items in dungeons in Oblivion. What I remember is most Oblivion weapons and armor mods placing items in unlocked containers in the Market District.

While I much prefer to have items added via leveled lists, I also appreciate the ability to craft some of my items. That suits some of my characters, and not others (some of my characters do not craft). But either way I prefer to have items added via crafting than to have items dropped on the ground in Seyda Neen or the Imerial City.
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lucy chadwick
 
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Post » Sun Jun 24, 2012 12:39 pm

http://skyrim.nexusmods.com/mods/17353 places all new spells in lore appropriate locations and sets up hooks for people to find and follow to get there; virtually every other spell mod adds to the vendor lists instead.

I estimate that a fourth of my total time developing the mod has been simply to try decent rationales for why spells are in certain places, writing the pertinent lore, and I've spent approximately 300 hours developing this mod so far.

That's why people stick it in smithing. It's kind of a pain to do it any other way, and do it right.
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Roy Harris
 
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Post » Sun Jun 24, 2012 12:22 pm

http://skyrim.nexusmods.com/mods/17353 places all new spells in lore appropriate locations and sets up hooks for people to find and follow to get there; virtually every other spell mod adds to the vendor lists instead.

I estimate that a fourth of my total time developing the mod has been simply to try decent rationales for why spells are in certain places, writing the pertinent lore, and I've spent approximately 300 hours developing this mod so far.

That's why people stick it in smithing. It's kind of a pain to do it any other way, and do it right.

gonna have to try your mod on my new new game.

and if ya want armor added to npc's, Omegared99's pack has a bandit esp that add his armor to bandits, but only them. they come up about 10-15% of the time, so not everyone has them either.
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Big mike
 
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Post » Sun Jun 24, 2012 1:19 am

not the leveled list.. take the famous mod "lichking armor" for example.. he added them to some dungeon.. didn't even made the dungeon himself. it was still awesome. but ill go now to oblivion nexus and see the mods that are there:

http://oblivion.nexusmods.com/mods/42320
http://oblivion.nexusmods.com/mods/12785
http://oblivion.nexusmods.com/mods/5902
http://oblivion.nexusmods.com/mods/21546

and im too lazy to check for more.. point is, i can understand it can be comfortable to craft it but don't you people wanna go explore the world a bit and find something rewarding as you do it? the game misses that element as it is... if you don't count word walls that is.
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Benito Martinez
 
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Post » Sun Jun 24, 2012 8:06 am

I agree - it'd be nice to have more rewards for exploration - it can get quite repetitive finding exactly the same item or variants of the same item at the end of each dungeon.

It was only yesterday that I posted in another thread about the issue that you never find improved weapons for sale, in containers, or as loot drops - I never do any smithing and didn't even realise that there were stages of improvement - I only improved one item to "fine" and thought that was as far as it went.

I think what we need is a complete loot overhaul (I'm already using Piratelords Loot Adjustments to find more clutter items), but I suspect that won't come along until much later, and I suspect even then would be included as part as a larger overhaul.
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SHAWNNA-KAY
 
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Post » Sun Jun 24, 2012 2:41 pm

http://skyrim.nexusmods.com/mods/17353 places all new spells in lore appropriate locations and sets up hooks for people to find and follow to get there; virtually every other spell mod adds to the vendor lists instead.

I estimate that a fourth of my total time developing the mod has been simply to try decent rationales for why spells are in certain places, writing the pertinent lore, and I've spent approximately 300 hours developing this mod so far.

That's why people stick it in smithing. It's kind of a pain to do it any other way, and do it right.

Made a request sometime ago for a mod that would add new spells, not to vendors, but loot (preferebly rare-random loot). When i saw your mod i instantly downloaded it. Armoury of Tamriel luckily adds all their weapons and armor to loot-list also, not just crafting. <3 2 awesome mods and i hope there will be more of them like these.
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BlackaneseB
 
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Post » Sun Jun 24, 2012 8:00 am

You might be looking for Lorecraft. With Lorecaft, the stuff you craft at the smithy cannot be seen unless you loot the specific skill book which teaches you how to smith that weapon. Unfortunately, not all modders use this as just sticking it into the crafting list is easier, less of a hassle to the modder and player, avoids conflicts and possible "dungeon fatigue" from crawling all over the place looking for the item in said mod.
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Killer McCracken
 
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