wouldnt it be easier to just dont use forges rather than disabling all of them?
i think if you make them nonresponsive npcs wont work with them either
Easier, yes. But I'd like to "remove the temptation", if that makes sense. Also it's merely the basis for a larger mod, but every journey starts with a single step. This seemed like a logical "first step".
I've actually been wondering if this is possible as well.
I've got a mod out that I'd like to expand by making it so you can only improve Daedric armor, and not craft it. People have been able to add armors to the crafting list, too, which I also haven't figured out yet.
What's your current mod? Link please?
Setting "Workbench" and "Uses Skill" to "NONE" stopped the smithing window from coming up - good. The forge (I'm testing on the Skyforge in Whiterun) is still able to be activated, however all that happens now is the camera goes into third person and the character does the smithing animations - basically what you see in the background while smithing normally. I attempted to fix this by removing the furniture "sit" marker, but this brings up some weird quirks - Eorlund now ignores the Skyforge (obviously the marker is for both PC and NPC animation), and the forge itself is still activatable - but attempting to use it now simply gives a 'Somebody else is using this.' message. So clearly the marker needs to stay, simply to let the NPC's keep their animations. Any ideas on how to prevent the camera from changing and the player character from doing the animations?