It's a shame it cant make regular crafting recipes. I can understand not being able to do it dynamically to an entire load order. But if this can make recipes, it doesnt seem like a stretch that it could also make regular ones. Have it use editor/formID's. If i could make recipe patches for mods that dont have any at all, with no plugin, that would be killer.
First I want to say you make so many awesome mods that I use, thank you very much for your additions. Also I have a question, would you consider an option in the ini file that could make the recipes harder (take double materials or something). If you are not interested still wonderful mod and thank you, but I wanted to mention it. A option for hardcore play styles would be really cool. Thank you.
There is a Synthesis patcher that does exactly that. It's called "Breakdown Recipe Generator" iirc, and lets you set the recipe yield in the user settings.
Thank you for your effort in learning and creating this mod! I like to use the LotD mod and build all the houses. I love knowing they are built with the melted down armor and weapons of my slain enemies.
One suggestion I have is for the smelter breakdown to give ores instead of ingot if possible. This is mainly for balancing reasons
For tanning tacks, the armors are broken down to leather strips, which are the lesser materials, formed 4 from 1 leather. So the breakdowns is not too OP, but the smelter makes it way too easy to obtain materials. I also notice that adjusting max ingot in the .ini doesn't work for some armors. For example, the Bandit Dwarven armor of Fashion of the Bandits mod always give 8 dwarven ingot when broken down.
It's hard to get a whole piece of useable leather by removing pieces from an armor. Hence leather strips.
Ores and ingots are different. Ores are impure. They are rocks with the metal you want. You process them into ingots to get a better material.
Wouldn't make sense to melt an armor/sword and get ore. Since they were made from the refined material. Reducing the quantity would be a better option balancewise.
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I've seen this sort of thing controlled a few ways, any of which would be great:
ie. I'm wearing steel boots, have an extra pair in my inventory, but the extra pair is not showing up in the smelt options
The only mod that I have that could effect crafting is Vokrii - Minimalistic Perks of Skyrim. I do not use any mods that add item protection
SMELT works.
No crafting. No log is created.
Much fun!
For tanning tacks, the armors are broken down to leather strips, which are the lesser materials, formed 4 from 1 leather. So the breakdowns is not too OP, but the smelter makes it way too easy to obtain materials. I also notice that adjusting max ingot in the .ini doesn't work for some armors. For example, the Bandit Dwarven armor of Fashion of the Bandits mod always give 8 dwarven ingot when broken down.
Hence leather strips.
Ores and ingots are different.
Ores are impure. They are rocks with the metal you want.
You process them into ingots to get a better material.
Wouldn't make sense to melt an armor/sword and get ore. Since they were made from the refined material.
Reducing the quantity would be a better option balancewise.