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
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

