Same here. You are being a bit rude here, Xedorc, but I agree : putting the "Elven smithing book" inside the Thalmor Embassy was not a very good idea IMHO... Thanks anyway, Shadyfan4500. :)
Sorry to say but this mod is not compatible with Ordinator. Still this is a well crafted mod that I would recommend to those who dont use perk overhauls and have this issue with Smithing.
It's fine with me if you want to try to make a compatibility patch/mod. You can make the decision to credit me as the original mod author, or make this mod required for that one, or both, up to you.
The simplest way to make them compatible, is to have my mod overwrite Ordinator when it comes to the Smithing "tree." It would be vanilla, but, in theory, it would be compatible.
i think ordinator just renames and stacks each perk so all you have to do is rename the perk given to you but it would probably be better to ask Enai to make a patch because i really want to use this mod.
i always hated the grind for smithing so i came up with 2 possible scenarios to for my characters and just auto maxed my smithing tree/perks: family legacy of blacksmiths or found a smithing grimiore
Ordinator completely changes the Smithing "Tree". The only perk that is the same between Ordinator and Vanilla is Arcane Blacksmith. Full integration of this mod into that one will require an extension of the quest. After spending 2 days working on this already, and the hugely heartbreaking discovery that all the scripts on my end were deleted, I don't want to work on this anymore than I have to. For now, anyways.
It would be possible to open Ordinator in TESVEdit, and then delete the entire Smith Tree from it. Then place this mod above that one in the load order. If Ordinator works like the average Nexus mod, then it should be that simple. As for distribution.. You'd have to get the mod author of Ordinator to officially release that one.
Popping back in to give a small update on my tinkering.
I spent a few hours last night looking into this and thinking on how I should/would go about making this mod fully compatible with Ordinator. After seeing how everything is set up in the CK, as well as TES5Edit, I've come to the conclusion that it may be best to instead make a new mod with this mod as a sort of guideline. I'm no modding wizard, so if I did commit to this (which is debatable, I have a fair few things going on at the moment that should take priority over this,) it would certainly not be as extensive as this mod.
My initial thoughts right now are to create perk books for all Ordinator smithing perks and then give those to a merchant (maybe a new one, perhaps an existing one,) with the price reflecting what the average is for a set of armor or set of items in that tier.
For now though, everything is still very vague to me, and like I said, I'm not even sure I want to commit to a project like this right now.
In any case, I'll be looking more into it at some point today. Can't make any promises though.
You could also edit this mod to point at the ordinator smithing perks rather than the vanilla ones which should also work, note I say should as i do not use ordinator.
Well, after thinking about this for a while, I've decided that at least for now, I'm not going to tackle what I mentioned. Not in the immediate future, at least. If I ever do decide to, however, I'll try to leave a comment here. =-)
It doesn't seem like a hard thing to do, but I feel that my time is best spent elsewhere.
Version 1.1.5 is out. I messed up in Version 1, where I failed to add the compiled scripts to the mod, thus rendering the whole mod useless and clutter - at least for me. I also messed up Version 1.1 slightly.. I had to completely rewrite all the scripts in order to get the mod working again. Well, I messed up a script that detects Taryn, the custom NPC, and updates the quest properly. It all works properly now, I think.
I don't believe there will be more bug fixes in the future. I think I've gotten this mod under control.
If anyone would like to write some of the books featured in the mod, because it's desperately needed, I would be greatly appreciative. I'll credit you with your Nexus username, or whatever name you wish to have, put into the book(s) that you write, as well as in the credits on this page. I've seen another mod which is pretty similar to this, but different because it still requires the skill levels, that has custom writings and artwork for their book.
18 comments
Thanks anyway, Shadyfan4500. :)
I am however curious if you know how this would work with perk overhauls, IE Ordinator?
Take care!
EDIT: I'm not afraid to get my hands dirty, so is there a way I could make it compatible?
It looks like a LOT of work though..
If I do end up doing this, I'll certainly be crediting you!
i always hated the grind for smithing so i came up with 2 possible scenarios to for my characters and just auto maxed my smithing tree/perks: family legacy of blacksmiths or found a smithing grimiore
It would be possible to open Ordinator in TESVEdit, and then delete the entire Smith Tree from it. Then place this mod above that one in the load order. If Ordinator works like the average Nexus mod, then it should be that simple. As for distribution.. You'd have to get the mod author of Ordinator to officially release that one.
I spent a few hours last night looking into this and thinking on how I should/would go about making this mod fully compatible with Ordinator. After seeing how everything is set up in the CK, as well as TES5Edit, I've come to the conclusion that it may be best to instead make a new mod with this mod as a sort of guideline.
I'm no modding wizard, so if I did commit to this (which is debatable, I have a fair few things going on at the moment that should take priority over this,) it would certainly not be as extensive as this mod.
My initial thoughts right now are to create perk books for all Ordinator smithing perks and then give those to a merchant (maybe a new one, perhaps an existing one,) with the price reflecting what the average is for a set of armor or set of items in that tier.
For now though, everything is still very vague to me, and like I said, I'm not even sure I want to commit to a project like this right now.
In any case, I'll be looking more into it at some point today. Can't make any promises though.
It doesn't seem like a hard thing to do, but I feel that my time is best spent elsewhere.
I don't believe there will be more bug fixes in the future. I think I've gotten this mod under control.
If version 1 works for you, then you DON'T need to update at all.