Blacksmiths and mages all over Skyrim will be able to craft, temper and enchant your equipment, including armor and weapons added by mods. The quality and price of their work will depend on their skill as craftsmen as well as your barter abilities. Fully customizable through an MCM menu.
Feel free to reuse, modify or redistribute this file or any of its assets however you see fit. I only request that you include the source files of your work and grant the same level of liberties I'm offering.
File credits
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Honed Metal -NPC Crafting and Enchanting services- Turkish Translation
Changelogs
Version 1.23
Fixed a bug with the update mechanism that prevented correct updating in some instances, showing a spurious error in certain cases.
Increased the timeout value of the service fail-safe recovery code from 3 to 4 seconds.
Changed the service recovery code to use a different timekeeping system that does not count time spent in menus, which could lead to the "Service Failure" error triggering if other menus were shown before the mod's crafting menus opened.(common for Ordinator users without RelentlessX's patch).
Adjusted the reset values of two MCM settings to match their initial value.
Expanded the config file parsing code to allow blacklisting perks based on mod names and whether or not they're installed.
Added some default perks to blacklist for a certain popular perk overhaul mod (Ordinator), because expecting users would deign take a second to read about the new blacklist system or install one of the available patches was too optimistic of me.
Version 1.22-RC
Added support for AE.
Added support for Skyrim VR.
Fixed the 'Repair' MCM setting not showing the intended tooltip description in SSE. Updated the tooltip description.
Fixed an oversight that allowed for blacksmiths to use -in addition to their smithing skill- the player's enchanting skill and perks when crafting and tempering, while enchanters would use the player's smithing skills and perks when enchanting.
Fixed an issue when changing the skill of one of the mod-recognized craftsmen via the MCM that would lead to both skills getting the new value instead of just the selected one if NSR happened to be enabled.
When turning a 'default' blacksmith into an enchanter, the mod will provide a predefined skill only for blacksmithing services but read the enchanting skill directly from the actor itself when enchanting; and vice versa.
Fixed a dialogue condition linked to the wrong MCM setting, causing the 'Enable Tempering' option not to work as intended (didn't disable the tempering dialogue).
Fixed the cost of materials increasing when crafting multiple instances of the same item without ordering anything else. Materials' cost will be distributed fairly between items on a stack now.
Fixed an issue with duplicate item handling leading to the possibility of the incorrect item being taken from the player's inventory upon enchanting one of the copies.
Improved the duplicate-item detection system. It'll be more robust now, taking into account not only temper status and enchantments but charge level as well. It should also solve the CTD experienced by some users when asking for upgrades while having certain iron items in their inventory.
Improved performance when crafting/modifying instances of items that were already in the player's inventory.
Improved performance and responsiveness all around as I moved many Papyrus tasks into fast SKSE code.
Improved the skill monitoring code that ensures players retain the skill initially assigned to them when requesting services, even if it were to be modified by potions/mods before or while commissioning items. If the changes occur while the order is in progress, the UI might not always catch up but querying the skill value through the console will report the correct number.
Added deerhide and deerhide02 to the list of basic materials blacksmiths can provide.
Removed cruft and unused properties in all scripts. Unlinked them from the plugin. Unified the one differing script between different game editions by removing the SKSE version check which is handled by the dll anyway.
Clarified various general mod messages, error reports and updated MCM descriptions.
Homogenized error handling code paths to ensure all possible errors lead to the same "Mod Paused" error message.
Delayed the mod's update and error-check module to kick in after the player model has loaded to prevent error reports from triggering before the game has loaded.
Overhauled the mod's cost detection mechanism which allows for perfect detection of the exact value of an item as shown on the UI. This wasn't possible with enchanted equipment before, which resulted -despite my best efforts- in many inconsistencies with prices; particularly when crafting pre-enchanted items. The change also makes it possible to fine-tune all costs with increased accuracy when using the MCM cost sliders.
Made changes to initiate the mod's scripts right as the dialogue ends, smoothing out the previous -sometimes awkward- transition and eliminating existing hacks like the mandatory camera restriction which caused glitches for some users.
Implemented a runtime perk detection system which reads perks from a loaded game instead of predefined script properties, effectively eliminating the need for patches and making the mod compatible with any perk overhaul mod out of the gate.
Implemented a 'blacklist' system as a means of instructing the mod to ignore certain problematic perks that were designed with the assumption that players would be doing the crafting/enchanting. What perks these are, I leave to the community to discover; it will certainly vary with each perk overhaul mod, with some having few and others having many of these perks. A simple configuration file placed in the mod's dll directory was created for this purpose
Version 1.22
Strengthened the mod's integrity checks by adding more object verifications.
Improved performance by moving yet another costly Papyrus function into SKSE code.
Expanded the SKSE plugin detection code to provide more specific and clear error messages.
Unified SKSE code between different versions of the game. Remaining differences are resolved at compile time.
The mod will no longer overwrite certain MCM settings each time the "Repair" MCM option is used.
The 'Status Messages' MCM option will be automatically disabled if 'Your Own Thoughts' is detected.
Addressed possible mod double initialization when using the 'continue' option on the main menu, without actually going through with it. Reworked the mod initialization section.
Implemented an alternative method for recharging weapons. If one fails, the other is tried. If both methods fail, the weapon will be returned to the player without incurring any costs.
Increased the limit of player-known enchantments the mod can track from 64 to 128. Upon reaching this limit, the mod will not produce an error, it will continue to add enchantments to the last element in the array.
Fixed an issue that could lead to unenchanted/fully charged weapons being accepted for recharge if given with a valid weapon in need of recharging.
Fixed an issue when crafting an instance of one of the 'problematic' iron items (items with negative countDelta) that *could* lead to the original instance being taken from the player's inventory, instead of the newly crafted copy.
Expanded the plugin's item detection code to encompass certain scenarios in which detection of crafted/modified items could have failed.
Reworked the manner in which the mod's main script starts, both trimming down the dialogue fragments and avoiding a synch problem that could have led to issues in some cases if the mod's menus failed to open.
Clarified the error message generated when menus fail to open. Updated several other error messages.
Updated the MCM version to match the value reported by the getVersion() function.
Moved straggler MCM string literal into the string storage script where it should have been.
The array storing materials offered by NPCs will be dynamically allocated, allowing for sizes bigger than the 128 vanilla limit, up to 512.
Removed Charred Skeever Hide from the NPC materials list (again).
Version 1.21
Changed the manner in which packed items are resolved to avoid an issue some Mod Organizer users were having were no items would show up when retrieving and order (GetFormFromFile not returning anything as if the mod wasn't installed)
Removed Charred Skever Hide from the list of basic crafting materials to prevent CACO's users from ending with piles of Skeever Meat after ordering items.
Small change to prevent the camera from zooming in-out when scrolling through the crafting menu while in 3rd person mode. As a downside, you won't be able to move the camera while waiting for the mod to perform its tasks after placing an order.
Changed the NPCs skill calculation code to take into account existing skill boosts, be it from gear or potions, so as not to give NPCs more skill than intended.
Small tweaks to the default cost sliders in the MCM.
Established a minimum order cancellation fee of 10 septims.
Added an MCM option to stop the mod from changing the message strings shown during crafting services. Doubtful, but this *may* prevent issues with other mods that also change these strings through script. If nothing else, you save a few milliseconds when processing an order.
Added an MCM option to give all known crafting and enchanting perks to the player, in order to easily observe which perks from your particular perk overhaul the mod knows, as well as facilitate crafting/enchanting tests.
Unlinked the upper skill limit that can be set on an NPC through the MCM, from the value of the'Skill Modifier' MCM option. Now the range will go from the value of the 'Minimum Skill' MCM option to a hard-coded cap of 200.
Fixed the max_skill_modifier setting not affecting the order price as it should have.
Fixed the dual enchantment MCM option not being enabled by default for users with no perk overhaul mods.
Fixed a bug that would cause fully charged weapons given for recharge, not to be returned to the player. Added a message informing when a weapon is unsuitable for recharge.
Fixed materials in the craftsmen's inventory influencing the order's completion time like acquired materials do.
Fixed an issue with the individual tempering dialogue options using the 'crafting' instead of the 'tempering' MCM slider when calculating an order's completion time.
Fixed a small oversight that could cause extra materials to be added to an order's list of materials used, which would greatly increase the cost of each item produced. Additionally, materials in the player's inventory matching any on this list would be removed by just opening any of the mod's menus.
Fixed an issue wherein placing a tempering order by selecting anything other than the "Temper both armor and weapon" dialogue option, would result in the mod using the enchanting cost modifier instead of the tempering one, when calculating the cost of the order.
Fixed a bug in the tempering detection code whereby tempering an item to the exact magnitude of another instance of the item present in the inventory would result in the item not being recognized as tempered by the mod, causing the item to be obtained for free.
Rewrote the entire SKSE plugin, implementing a more robust detection system that should hopefully catch not only this but other edge cases for which the previous system might have failed too.
SSE Only:
Updated the internal SPO compatibility code to account for the new name of Smithing Perks Overhaul in SSE. All new SPO perks will be imported by the mod as a result.
Updated SKSE's version release check to that of the current SKSE64.
Version 1.20
Reworked the manner in which services are detected internally, resulting in a dramatic boost to speed and stability.
The issue of extraneous items appearing in the order pick up window after requesting crafting services is eliminated.
The issue of commissioned items without a slot mask, like certain rings, not being detected by the mod -meaning they could be obtained for free- is eliminated.
The issue of hotkeys/favorites being unbound after requesting tempering or enchanting services is eliminated.
The issue of craftsmen possibly giving you items from a different order due to all craftsmen sharing the same storage chest, is eliminated.
The issue with the player being stuck in place on occasion after requesting services, should be eliminated.
Fixed an oversight that could allow players to be affected with negative encumbrance if the services menus failed to open.
Fixed a typo in the dialogue option for requesting equipment upgrades. Minor changes and fixes to MCM descriptions, message texts and error reports throughout the mod.
Fixed possible issues with subsequent orders after using the "Recover Gear" MCM option.
Removed the need to give equipment to NPCs before service; all valid items in the inventory will be available for modification at once.
Armor and weapons in the player's inventory do not need to be removed before tempering/enchanting. (The mod did this behind the scene, which could potentially cause issues with scripted equipment or generally stress the game on heavily modded systems with lots of inventory items)
Removed the forced first person perspective when requesting services.
Removed exemption from Frostfall's exposure system when requesting services.
More tweaks to the "Skill Based Smithing" formula. The boost to crafted items should scale linearly with the craftsman's skill.
Added common pelts and Tundra Cotton to the list of common materials provided by NPCs.
Uncompressed the bsa archive, which should help players for whom the voice files were not playing.
When the MCM cost sliders are set to 0, the costs of materials won't be added to the price.
Minor changes to the internal handling of MCM options.
Craftsmen will not recharge weapons that are fully charged or not enchanted.
Separated the crafting and tempering services completion times. Added an MCM option to control how long tempering services take.
Added a dialogue option to cancel orders. NPCs will keep all modified items and a cancellation fee must be paid based on the total cost of the order.
Added an MCM option to prevent Eourlund Graymane from offering services until the player has been properly initiated into the Companions, or manages to befriended him (relationship rank of friend or higher).
Version 1.10
Fixed a bug that prevented the "Orcish Smithing" perk from being removed after talking to an Orc smith, causing the player to permanently retain the perk.
Fixed the "Materials Cost Multiplier" MCM option not affecting the cost of soulgems when recharging items.
Fixed the "Retrieve Lost Items" MCM option not properly clearing all pertinent data, leading to possible issues when opening orders after using it.
Added MCM translation files for all the languages supported by the game. The text is still in English but at least the MCM menu wont show a dollar sign before each word for those using a language other than English.
Added a small discount for NPC services as a way to reward players who do favors for their craftsmen. You get 5% when the NPC considers you a friend, 10% when confidant and 15% when ally or better.
Letters from craftsmen will provide visual feedback upon delivery and after being removed from your inventory on order fulfillment(Yes this was a thing).
Changed the letter's name from "Notification note" to "Letter of notification".
The courier will not deliver letters for orders you've already retrieved anymore.
The courier will not deliver letters for unfulfilled orders after updating the mod or using the "Repair" MCM option.
It will no longer be possible to see the name of a sender before receiving their letter by cycling through the ones you already have.
Replaced the "NPC Maximum SKill Level" with a "NPC SKill Modifier" MCM option. Instead of hard limiting the skill level of craftsmen surpassing the threshold, the new setting acts as a percentage modifier, decreasing or increasing their skill according to the value specified; left at 100, smiths and enchanters retain their original skill, a lower value reduces their skill and higher than 100 will boost them by that percentage.
Improved the tempering bonus from "Skill Based Smithing" which boosts the stats of crafted items based on the skill level of the blacksmith. It was OK in vanilla Skyrim but completely inconsequential in Requiem. It provides a modest but significant boost now.
Changed the cost of Tempering services to lean more on the skill of the blacksmith rather than the cost of the item. It is now possible to end up paying more for the improvement of a cheap item than the item itself is worth when using highly skilled craftsmen. On the other hand improving expensive unique items should be several orders of magnitude cheaper.
Changed the way order processing time is calculated. The MCM adjustable base time, which constitutes the absolute minimum time an NPC would take to process an order, is multiplied by a random number intended to represent the NPC's current workload and ranging from 1 to 0.5 + base10logarithm of their skill level (skilled craftsmen can be in higher demand). To this time, a small fraction of the base cost of each item ordered is added as a means of determining the complexity of working on certain items, as price generally is a good indicator of more sophisticated equipment/materials. The exact amount taken from each item differs from service to service, smithing being the highest and recharging the lowest. Finally, the time to acquire materials not provided or in the NPC's inventory is added to obtain the final order processing time.
Added an internal modifier to the base crafting time, which will be used to calculate the time tempering services take. For now it remains a hard-coded value of 1/4 the base craft time, but I will expose it as an MCM option in the future.
Merged the "Temper Armor" and "Temper Weapon" dialogue options into a single "Temper Equipment" entry. It is possible now to temper both weapons and armor in the same order.
Version 1.091
- Changed the script mismatch error code to explain that the error can occur if SkyUI or SkyAway is not installed.
- The Dual Enchantment MCM option should be enabled by default for users not using any of the supported overhauls.
- Added support for the new smithing perks introduced by Behind The Curtain. Allowing its users to craft and temper nordic, elven and altmer materials.
- Changed the way the mod keeps track of which NPCs the player has commissioned items from. Instead of a token in the NPCs inventory, which can prove unreliable if the NPC's inventory is reset for some reason, the mod now maintains a list with the IDs of each NPC.
- Changed the services cost multipliers maximum value from 1 to 10. This will give users more freedom to customize the price of their orders to their hearts content.
- Added a crafting material cost multiplier. This setting affects the cost of materials the NPCs provide.
Modified the NPC Skill Rebalance code to allow custom skill values set through the MCM, to override the NSR table. Added an MCM option to restore the NSR defaults.
- Changed the maximum allowed skill you can set on NPCs from 100 to 200. This will allow, for those who like such things, NPCs to create more powerful items as well as serve as a workaround -raw skill can make up for lack of perks- for unsupported mods with perks unknown to HM. Default value remains 100.
- Added an MCM option to recover lost items, in case something goes wrong with the order.
- Included the fixes present in the ACE/Requiem 1.09 hotfix.
- Fixed a bug causing Legendary Blacksmithing and Arcane Craftmanship perks not to be added to the mod's perk list if Requiem was installed. Causing blacksmiths not to use these perks.
- Fixed a bug causing NPCs manually added to the services faction to have the minimum skill level allowed, if the NPC Skill Rebalance MCM option was active.
Version 1.090
-Completely reworked the manner in which NPCs get their perks, which will result in much more accurate perk distribution.
-Revised all the supported overhauls, importing, adding and removing perks from the Honed Metal perk pool to ensure proper balance and integration with each overhaul.
-Added compatibility for Smithing Perks Overhaul.
-Added full localization support by creating a proper MCM localization interface and moving all related game messages to their own script with no external dependencies. Translating the mod will be much, much easier.
-Reworked the file version check functionality, which results in a more clear, consistent and reliable .esp detection.
-Added an MCM option to disable courier notifications. Off by default.
-The Dual Enchantment MCM option will now properly control dual enchantments for vanilla and all supported overhauls, not just Requiem. It is now disabled by default.
-The mod will take note of your camera state when requesting services and will restore you to 1st or 3rd person camera accordingly (ineffective for certain mods that alter the default 3rd person camera)
-Added Ulfberth War Bear to the list of NPCs affected by the NPC Skill Rebalance option. His skill level will be that of Adrianne Avennici, since she's the one doing the crafting.
-Added filters to prevent NPCs from accepting armor pieces when requesting recharge services. It is still possible to give unenchanted weapons though.
-Added code to ensure the left hand weapon gets properly re-equipped when requesting services while dual wielding.
-Added checks to detect if the crafting/enchanting menus don't show up, then recover from the error and inform the user.
-Made changes that prevent the player from appearing in the list of possible targets when using the MCM to add NPCs to the smithing or enchanting factions.
-Changed more game strings to further improve immersion when requesting services. As always, the changes are temporary, the default strings get restored as soon as the ordering dialogue is over.
-Made small changes that should eliminate the sporadic naked commentary that would occasionally occur when placing orders.
-Increased encumbrance, even higher, when requesting services to prevent over-encumbrance issues when using SkyRealism.
-Fixed a bug that would cause you to forget all learned enchantments when requesting enchanting services with the "NPCs Know Enchantments" option active.
-Removed a debug message that would pop up when requesting services from an NPC not in the list affected by NPC Skill Rebalance, which is every NPC manually added to the services factions by you.
-Removed a papyrus error log related to the DLC blacksmiths that would occur when starting a new game or when updating the mod without having visited the DLC regions.
-Removed innocuous papyrus error log related to the courier system.
Version 1.09
-Completely reworked the manner in which NPCs get their perks, which will result in much more accurate perk distribution.
-Revised all the supported overhauls, importing, adding and removing perks from the Honed Metal perk pool to ensure proper balance and integration with each overhaul.
-Added compatibility for Smithing Perks Overhaul.
-Added full localization support by creating a proper MCM localization interface and moving all related game messages to their own script with no external dependencies. Translating the mod will be much, much easier.
-Reworked the file version check functionality, which results in a more clear, consistent and reliable .esp detection.
-Added an MCM option to disable courier notifications. Off by default.
-The Dual Enchantment MCM option will now properly control dual enchantments for vanilla and all supported overhauls, not just Requiem. It is now disabled by default.
-The mod will take note of your camera state when requesting services and will restore you to 1st or 3rd person camera accordingly (ineffective for certain mods that alter the default 3rd person camera)
-Added Ulfberth War Bear to the list of NPCs affected by the NPC Skill Rebalance option. His skill level will be that of Adrianne Avennici, since she's the one doing the crafting.
-Added filters to prevent NPCs from accepting armor pieces when requesting recharge services. It is still possible to give unenchanted weapons though.
-Added code to ensure the left hand weapon gets properly re-equipped when requesting services while dual wielding.
-Added checks to detect if the crafting/enchanting menus don't show up, then recover from the error and inform the user.
-Made changes that prevent the player from appearing in the list of possible targets when using the MCM to add NPCs to the smithing or enchanting factions.
-Changed more game strings to further improve immersion when requesting services. As always, the changes are temporary, the default strings get restored as soon as the ordering dialogue is over.
-Made small changes that should eliminate the sporadic naked commentary that would occasionally occur when placing orders.
-Increased encumbrance, even higher, when requesting services to prevent over-encumbrance issues when using SkyRealism.
-Fixed a bug that would cause you to forget all learned enchantments when requesting enchanting services with the "NPCs Know Enchantments" option active.
-Removed a debug message that would pop up when requesting services from an NPC not in the list affected by NPC Skill Rebalance, which is every NPC manually added to the services factions by you.
-Removed a papyrus error log related to the DLC blacksmiths that would occur when starting a new game or when updating the mod without having visited the DLC regions.
-Removed innocuous papyrus error log related to the courier system.
Version 1.080
- Fixed a bug with the "Use Dual Enchantment" option that could cause the wrong perk to be deleted if you were using one of the supported overhauls, causing an error message to appear in some cases.
- Dual enchantments can now be correctly enabled/disabled when using Requiem.
- The mod will now recognize blacksmiths and enchanters from the DLCs by default.
- NPC Skill Rebalance has been reworked to give a static skill to blacksmiths and enchanters, based on the table created by mxSora. See the articles section for details.
- Added voice lines for all default enchanters.
- Standardized the initial enchantments available to all enchanters. Now they will know the base form of the enchantment -which is what you are supposed to get when you disenchant an item- and added some effects that they didn't know previously.
Version 1.070
- Nexus logic: (1.061 > 1.07 && 1.07 != 1.070 && 1.070 > 1.07) equals True... /facepalm.
- Fixed an incorrect greater than comparison that was causing one random piece of your currently equipped equipment to end up unequipped after ordering enchanting or tempering services.
- Changed the MCM version number which should force the MCM to update. In case the new option wasn't showing for some users.
- Forced the MCM price sliders to their default values upon update.
Version 1.07
- Expanded the hard-coded limit of maximum equipment the mod is able to process at a time from 128 to 2048 by using SKSE.
- Greatly Improved the equipment processing algorithms to better handle increased item loads. Over a 92% improvement in item processing speeds when processing large quantities of equipment. Players with heavy loaded inventories should observe dramatic speed ups when ordering items.
- The manner in which NPCs sell your commissioned items back to you has been rewritten. Prices are calculated dynamically now and the player has complete control over the final cost of services. Modifying the price sliders in the MCM affects the cost of current orders and the exorbitant and inconsistent price of enchanted items has been eliminated.
- The courier system has been overhauled. All NPCs will be able to sign their letters and the notification message has been standardized. The queue processing has been greatly improved resulting in increased delivery precision.
- Added voice lines for the voice types of all the vanilla blacksmiths. Other NPCs who use these voice types will also speak the lines. The lines apply to both blacksmiths and enchanters.
- Blacksmiths will now offer tanning rack services.
- Added Dwarven ingots to the rare materials list.
- Added an MCM option to toggle Dual Enchantments on or off.
- Clothing and jewellery items will not be affected by the "Skill Based Smithing" feature any more. i.e they will not be tempered.
- Eorlund Graymane will use the Skyforge now, as he's supposed to.
- Fixed a bug in the courier queue ordering code that would make the system imprecise for queues larger than two; possibly causing some letters to be sent before their time.
- Fixed a bug that would cause materials to be counted toward the total order processing time when they shouldn't.
- Fixed a bug that would cause more materials to be counted as provided by the npc, increasing the order processing time.
Version 1.061
- Fixed a bug in the compatibility code that prevented a skyRe perk from being correctly applied.
- Added support for Sperg and Ordinator perks.
- Added safe guards to prevent imported perks from being added to the game if they can't be resolved.
- Added checks to prevent unplayable items from being temporarily removed from the player when tempering/enchanting.
- Added an exit strategy to prevent an infinite loop that would occur on order processing failure, effectively keeping the player restrained. Now the loop will exit and an error message will be displayed.
- Increased the MCM acquisition sliders precision by one decimal point.
Version 1.06
- Changed the "skill based smithing" feature to increase the stats of crafted equipment AFTER paying for your order instead of before. This way the improvements do not influence the order's price.
- Changed the strength of these improvements to be in better accordance to the capabilities of the blacksmith at lower skill levels.
- Changed the error detection code to "pause" the mod instead of uninstalling it when an error is found. This will solve many startup issues where people were unable to use the mod, even after fixing the problem that caused the mod to complain in the first place, like an outdated SKSE.
- Implemented file-script version checks to warn people if they're using incorrect file-script combinations.
- Implemented script versioning to ensure loaded scripts are of the same release.
- Implemented combat checks to prevent issues if the player requests services while in combat.
- Implemented quest-status checks in the mod's "Repair" MCM option.
- Fixed a bug that caused materials on the player's inventory to be removed after requesting enchanting or tempering services and not giving any items to the NPC, if the "NPCs Have X Materials" MCM options was enabled.
- Fixed a bug that set the player's carry weight to negative values after requesting recharging services and not giving the NPC any items. Or requesting enchanting/tempering services, not giving any items, and later activating any alchemy, crafting, tempering or enchanting station or tanning rack.
- Fixed a bug that would cause the first game load after installing the mod or starting a new game to trigger the update message.
- Fixed the issue with the possible item-mix up when crafting items identical to the item you are wearing.
- Updated some MCM descriptions.
Version 1.05
- Fixed a bug causing you to acquire enchanted items for free when giving a piece of clothing for enchanting mixed with regular armor/weapons.
- Fixed a bug impeding smith and enchanters to sell you back enchanted/tempered stolen items.
- Fixed a bug that made the mod not recognize the first time you gave your weapon for recharge and cause occasional stalls after requesting tempering/enchanting services
- Fixed the issue in which worn custom enchanted equipment would not apply their effect after requesting tempering/enchanting services.
- Fixed the MCM Repair option not reseting outstanding orders.
- Fixed a paypyrus warning about a script property in the Papyrus.log file.
- Fixed an issue in which the player would collapse on the floor when using Skyrealism -Capacity.
- Equipment is no longer removed when requesting crafting services. This solves many issues people were having like the inability to craft certain items that relied on the presence of other items in the player's inventory.
- Implemented separate times for enchanting, crafting and recharging.
- Added courier notifications for completed orders.
- Materials' cost is now added to the final cost of equipment.
- Materials not on the blacksmiths/enchanters inventory will increase the time required to complete an order. MCM configurable.
- Materials used by blacksmiths/enchanters will be deducted from their inventory.
- Changed the items price calculation formulas.
- The Reset Perks MCM option now grants one perk for each vanilla perk removed.
- Enchantments should now be on par with requiem's standards at maximum levels. No more OP enchantments.
Version 1.04
- Fixed a bug that would occur if you crafted an item identical to the one you were wearing, causing an item mix-up.
- Fixed a bug that would occur whenever you enchanted or tempered an armor immediately followed by a weapon, on the same batch, causing the weapon to be given to you for free.
- Fixed occasional random freeze after requesting services, where you could look around but not move.
- Fixed Sergius Terranus not offering enchanting services.
- Fixed MCM display error.
- Added option to allow NPCs to have rarer materials.
- Added option to toggle the ability of smiths to craft tempered armor.
- Added DLC materials to the list of basic materials NPC have access to.
- Added Requiem, Perma and SkyRe detection support.
- Added the ability to process multiple items of the same type at once.
- Added file padding to avoid anonymous downloads. Four millions digits of PI in a little over 4MB.
- Added the ability to increase the minimum NPC skill to the maximum instead of (maximum - 1).
- Improved the time it takes to process crafting and enchanting requests.
- Improved the occasional dialogue menu delay when talking to the NPC immediately after crafting, enchanting.
- Smiths and enchanters can take orders simultaneously, independent of each other.
- Changed the crafting/enchanting messages to fit the mod better. These changes are temporary and only last while NPCs are active.
- Changed the way the item pick up dialogue develops. It is now more natural and Intuitive.
- Changed price calculation formula.
- Reduced the wild prices fluctuations for weapon recharging.
- Eliminated (mostly) inappropriate crafting commentaries when you were placing an order.
- Any NPC can now become an enchanter if you add them to the Enchanting faction.
Version 1.03
New Skill Rebalance System that will dynamically adjust the smithing/enchanting skill of NPCs.
Formula for crafting/enchanting cost changed to be more dependent on the skill level of the blacksmiths/enchanters than on the value of the items created.
Crafted items now get a small stat boost, depending on the skill level of the blacksmith.
New update script, unpaired from the MCM menu.
New MCM option to include NPCs to respective smithing/enchanting factions.
Blacksmiths and Enchanters now have basic materials and soulgems.
Enchanters now know basic enchantments.
Crafting, tempering and enchanting now takes time
Blacksmiths and enchanters will not move around while taking your order.
Enchanters will now offer to recharge your weapon.
NPCs skill level can be changed through the MCM menu.
New option to reset perks and skill level
People will no longer remark that you are naked when tempering/enchanting.
When using Frostfall, you will no longer lose great amounts of exposure when tempering/enchanting.
Fixed bug causing permanent changes to the player's smithing/enchanting skills if you were to request tempering/enchanting services without giving any items.
Fixed a bug causing the NPC skill level not to be accounted for the price calculations if you modified the NPC skill.
Fixed a bug causing enchanted weapons to be considered as tempered by blacksmiths even if no tempering occurred.
Version 1.02
Implemented an MCM menu.
New system to eastablish minimum and maximum crafting/enchanting skill for all NPCs.
New option to enable or disable enchanting, smithing or tempering independently.
Option to limit enchanting to Winterhold or let any NPC with enough skill to offer the service.
Allow to control the price for enchanting, crafting and tempering independently
Allow orcs to handle orcish equipment regardless of skill level.
Added SkyRe compatibility patch
Implemented a fix mod functionality.
Implemented uninstall method for safe removal of the mod.
Implemented requirements and sanity checks.
Major restructure of the central scripts and cleanups.
Fixed a bug when crafting arrows that would prevent further services
Fixed a bug when crafting arrows that made it possible to pay for one and get the rest free.
Fixed a bug causing arrows to be destoyed if you gave them to a smith or enchanter.
Fixed a bug that would cause the recharge of enchanted weapons when giving them to a smith.
Version 1.01
Fixed a bug causing crafted items to have 0 gold value, when crafting multiple items
INTRODUCTION
Skyrim is a land of Blacksmiths. The Nords are praised and celebrated for their legendary crafting skills and all throughout Tamriel, their might and prowess at the forge is widely known. Yet for all that, not a single smith in the game will bother to craft a shoehorn for you. No amount of coaxing, bribery or coercion will bend their will. They are determined. It's like they have joined a secret organization with the sole purpose of depriving you -the poor adventurer- of proper and adequate protection.
Not to mention the unhinged mages at Winterhold who make a living by enchanting things for the Nords -according to themselves- yet refuse to acknowledge your most trivial enchanting requests.
This mod is a humble attempt at thwarting this conspiracy.
Foreword With simplicity at its core, the mod was developed according to these principles:
Minimize conflicts with other mods.
Allow installation and removal at any point in a play-through, cleaning after itself in order not to leave trash in users' save files.
Inform users of runtime errors, stopping itself if necessary.
Avoid the generation of Papyrus warnings and errors.
Give priority to performance and efficiency. No polls or monitoring in the background, scripts should run on demand and stop when the tasks are completed.
Details Blacksmiths will craft and temper at your request. Enchanters will enchant and recharge items for you.
The skill level of the blacksmith /enchanter determines what perks they get, the type of equipment they can work with and the cost of their work. The cost will also depend on the value of the item, the materials used by the NPC and your barter skill and game economic settings.
If a blacksmith can't craft or temper an item, find another with higher skill level, or change their skill via the MCM menu.
The higher the skill of the blacksmith the higher the stats on crafted/tempered items. Low skill smiths are cheaper, but so is their work.
The higher the skill of the enchanter the more powerful the enchantments will be, and the costlier.
Money used to pay for services will go straight to the blacksmith/enchanter's inventory.
Blacksmiths will use their own materials and can acquire what they don't have at the expense of extra time and money. You'll still need to provide them with rare materials like dragon bones if you want them to craft something of that sort.
Enchanters will only know common enchantments. If you want a different enchantment you'll need to bring an item they can get the enchantment from.
Crafting, tempering and enchanting takes time by default.
Compatibility and load order The mod makes no modifications to vanilla records so load order does not matter. Consequently, typical incompatibilities aren't possible, although, other mods may affect this one's functionality by way of myriad unforeseen interactions.
Two examples being Requiem and Dynamic Things, which interfere with the containers in the mod by attaching a script and intercepting the activation event respectively. In this case, these are completely harmless interactions, but I wanted to exemplify how it's nearly impossible to remain entirely isolated from other mods. And the naivety in claiming a mod is compatible with everything.
Naturally, I can say with the utmost confidence: this mod is compatible with everything.
Spoiler:
Show
Known Issues The mod makes use of smithing and enchanting perks attached to the in-game perk trees for crafting and enchanting purposes. If you use a perk overhaul mod, it's possible some of these perks are not appropriate for the circumstances or the manner in which this mod uses them; they may cause problems or unwanted side effects. To remedy this, HM offers a configuration file under Data/SKSE/plugins/ called HonedMetal.ini where you can define the perk ids of whichever perk you don't want the mod to use and it will be blacklisted.These ids can be obtained by looking at your perk overhaul mod with a tool such as TESEdit.
Permissions Feel free to reuse, modify or redistribute this file or any of its assets however you see fit. I only ask that you include the source files of your work and grant the same level of liberties I'm offering.
Credits Thanks to the SKSE team for the great SKSE. Specially Purple Launch Box who implemented the required functions I needed for the first editions of the mod. Thanks to Ryan McKenzie for his SKSE64 VS example project. Thanks to Zack047 for providing me with SSE's CK, without which the SSE release wouldn't have been possible. Thanks to Barbelos for helping me identify the AE plugin registration issue and Varricon for testing and confirming the fix. Thanks to Zireal1251 and TheMagician16 for maintaining and providing support for the previous SSE ports. Thanks to Dienes and MrJack from the old Beth forums.
I could not become anything, neither spiteful nor kind, neither a scoundrel nor a virtuous man, neither a hero nor a villain. Now I live my life in a corner, taunting myself with the spiteful and useless consolation that an intelligent man can not become anything; only the fool becomes anything.
To Tiffany, who shattered my heart into a thousand pieces. I could not regret loving you any more than I could regret knowing life. Both intrinsically painful, heart wrenching experiences; full of longing and wistfulness but ultimately beautiful. For there is beauty in both happiness and sorrow. I hope someone else will be there to pull you out before the tide flows my love.