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Lorecraft - CORE - learning and managing for crafting
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[size=20]This is a copy-paste from the Nexus Page. I won't update this mod as often here. So you better check its page there instead. Also I WON'T UPLOAD GEAR PACKS TO SKYRIM FORGE. Check Skyrim Nexus for them.[/size] [size=20][url=http://skyrim.nexusmods.com/downloads/file.php?id=9959]SKYRIM NEXUS MIRROR[/url][/size] [b][size=20]LAST UPDATE[/b][/size] 2.0! Lorecraft has been reworked from the ground up, with a totally new loot system and a modular setup. Modular setup: Now you get to choose which Lorecraftable stuff you want to download: the big bulky single rar is gone. Now you will download Lorecraft here, which is now a single ESM and BSA (the ESP is gone, don't use the old one)containing all the vanilla stuff + stuff made craftable. All additional gear with their meshes/textures will now be uploaded to their on pages with Lorecraft in the title, and will be linked here (eventually, but you guys know how to search right?), which means all the stuff listed down there is now actually across other modules I'll be uploading along the week. I'll update the item list when I feel like it. I hate lists. Speaking of hating lists: New loot system: So, shoving leveled lists into leveled lists is not the way to go about loot. It creates incompatibilities and it's, well, a pain in the ass. So I've designed a dynamic looting system that will add drops as you go, making stuff drop even from creatures in other mods. So, shut up and list the features, ok: [list] [*] Reduced drop rates: Drop rates were insane before. So I reduced them. [*] Loot glow: When a mob drops one of the books, they will glow faintly (across all modules). [*] Loot filter: When you loot one of the books, it will stop dropping. No one needs a shelf full with club recipes. (across all modules) [*] Compatibility: If someone ever makes a mod with, say, naked mutant anime vampires, they will still drop Lorecraft's vampire loot. And if they make their own factions/races, they might still drop regular npc loot, and if I want to make the loot fully compatible to the mod (highly unlikely for this kinda crap), all it takes is a couple of clicks. [/list] So there it is, my faithful 4 (or 5?) followers XD Hope you enjoy it. Some gear packs are being split and uploaded right now, other I'll add next weekend, cause I'll make quests and special fx for them. Now this mod is modular adding new stuff should be a breeze and faster. See all the 5 (or 4?) of you soon. =P Minor issue: A few book pages are still generic placeholders. They will be reskinned with something more specific as the mod goes. (If you find any rainbow colored IMG files those are NOT placeholders, report missing image). CREDITS / THANKS Patch 1.2 was made immensely easier thanks to Skyrim Nexus’ AeonVita [b][size=20] WHAT DOES IT DO?[/b][/size] [list] [*] Adds a lot of weapons, armor and other craftables [*] Adds buyable/lootable books, with custom page art, to learn how to craft them, instead of having them delivered straight to your forge.* [*] Once the books are read, you can store them on a shelf (or wherever) to manage your crafting lists [*] Makes a lot of existing stuff craftable ([b][size=20]all separate unenchanted versions[/b][/size]) [*] Renames and recategorizes a few craftables, such as ingots, arrows and items placed in the wrong category in vanilla, like Draugr Armor, which was listed under Daedric. [/list] *If you wanna test the recipes or just cheat, type "coc loretest" to teleport to the testing hall. Look for the All Recipes container next to the anvil. Apologies for the stink. My QA smith works there. :P [b][size=20]WHY USE A SYSTEM LIKE THIS?[/b][/size] [list] [*] Unclutters crafting lists [*] Gives you choice in what you want to craft and what you don't [*] Makes items easy and faster to find on the list [*] Increases immersion/ fun, since you act like a smith at the forge [*] Adds a bit of rewarding challenge in acquiring your craftable stuff [/list] [b][size=20]HOW THE BOOKS WORK:[/b][/size] [list] [*] When opened the first time they teach you the recipe(s) it contains [*] Once read and learned, they won't open normally anymore. [*] When out of your inventory, pressing E (or your custom activate key) will toggle recipes on and off at the corresponding crafting station (default is on after first read). [*] Pressing and holding E will open the book [*] When open, you can either press E to pick the book up or Tab to close it, normally [*] After the first read and learned the recipe(s), opening the book again will do nothing. [/list] For example, you want to craft Steel Armor. You go to a smith, buy the crafting book for a set of Steel Armor and read it. Once you read it, the set will appear on your crafting list at the forge. After you're done crafting it, you can store the book on a shelf (or just drop it) target and press E (or whatever your key is), and it will toggle it "off". The message "Not using these recipes" will appear, which means Steel Armor won't be displayed on your craft list. The next time you want to make more Steel Armor, you can press E on the book again, and the message "Using these recipes" will appear, and the Steel Armor set will be visible on your crafting list. This way, you can have all your favorite gear stored on one or more bookshelves next to your forge/anvil, and activate/deactivate them as you see fit before crafting. The forge or the tanning rack will list just the items you want at any given time. Still, if you don't want to use the managing part of the mod, you can just learn the books and forget about them. [b][size=20]ON CRAFTING MATERIALS AND REQUIREMENTS [/b][/size] Same old requirements still apply. So, to craft, say, a set of Ebony Armor, you still need to have Ebony Smithing, and have read the crafting book for Ebony Armor (and have that book toggled on). Plate and Scale still require Advanced Smithing (just to not mess with vanilla requirements). To craft Daedric weapons and armor, you will need the base material + Daedric smithing. For example, to craft a Daedric Dragonbone Greatsword, you will need Dragonbone Smithing + Daedric Smithing. Vanilla Daedric will always be Ebony Smithing + Daedric Smithing. This system has the new perk tree in mind, and to support future Daedric gear that is not evil[*]looking or made of ebony. Jewelry still have no material requirements and should never have. All you need to do is learn the recipes. [b][size=20]COMPATIBILITY[/b][/size] [list] [*] [b]Compatible[/b] with mods that change leveled lists for existing creatures and the smithing vendor. This is NOT a list-based loot/vendor system. [*] Not compatible to anything that changes vanilla constructible object recipes [*] Compatible with anything that changes vanilla gear attributes such as speed, damage etc. [*] Compatible with perk changes, as long as you don't use the optional perk tree, or load it last [*] Redundant with More Craftables and the like [color=yellow][*] Lorecraft supports compatibility with other mods. In other words, existing mods that contain craftables can have them learnable and manageable in the Lorecraft system. Short, easy, tutorial with pics in the download section.[/color] [/list] [b][size=20] CRAFTABLES LIST [/b][/size] WEAPONS [list] [*] Ancient Nord Weapons (Listed under Draugr, renamed) [*]Imperial sword and bow [*]Rueful axe - renamed Barbarian Battleaxe [*]ALL arrows - learned with bow books [*]Vanilla Daedric weapons [*]Vanilla Daedric Armor [*] Blades Sword [*] Forsworn Weapon Set [*] Falmer Weapon Set [*]Skyforge Weapon Set (Craftable at Skyforge, no learning required) [*] Silver Sword [*] Silver Greatsword [*] Executioner's Armor set + Axe (L/B) [*] Vanilla Bows [*] Vanilla Daggers [*] Vanilla Battle Axes [*] Vanilla Greatswords [*] Vanilla Swords [*] Vanilla Maces [*] Vanilla War Axes [*] Vanilla Warhammers [/list] ARMOR [list] [*] Heavy Imperial armor set [*] Ancient Nord Armor set (Now requires Steel instead of Daedric, Listed under Draugr, renamed) [*] Wolf Armor Set [*] Blades Armor Set [*] Forsworn Armor Set [*] All guard armors and shields (L/B) [*] Leather and hide Armor [*] Iron Armor [*] Steel Armor [*] Scaled Armor [*] Steel Plate Armor [*] Elven Armor [*] Dwemer Armor [*] Glass Armor [*] Ebony Armor [*] Dragon Armor [*] Falmer Armor Set [*] Light Imperial armor set [*] Imperiall full helmet [*] Imperial officer helmet [/list] ARMOR - TANNING RACK [list] [*]Shrouded armor set [*]Shrouded robe outfit [*] Nightingale Armor set (also learned by reading the translated Gallus' journal, requires Daedric Smithing) [*] Nightingale Weapon set also learned by reading the translated Gallus' journal, requires Daedric Smithing) [*] Thieves Guild armor set (renamed Thief Leather Armor) [*] Thieves Guild Master Armor set (renamed Blackened Thief Armor) [*] Ebony Mail [*] Fur Armor Set (L/B) [*] Greybeards complete outfit [/list] JEWELRY [list] [*] Copper and Moonstone Circlet [*] Copper and Onyx Circlet [*] Copper and Ruby Circlet [*] Copper and Sapphire Circlet [*] Gold and Emerald Circlet [*] Gold and Ruby Circlet [*] Jade and Emerald Circlet [*] Jade and Sapphire Circlet [*] Silver and Moonstone Circlet [*] Silver and Sapphire Circlet [/list] SMELTER [list] [*] Lockpicks (no learning required) [*] Steel Ingots made of iron ore + charcoal [*] Charcoal [/list] COOKING [*] No salt required for cooked meats [LINE] [b][size=20]NEW SMITHING PERK TREE[/b][/size] (optional) [img]http://skyrim.nexusmods.com/downloads/images/9959-1-1329879263.jpg[/img] [list] [*] Fixes upgrading by adding missing armor materials (iron, leather, wood, silver, elven gilded, etc) by adding them to existing perks or to the two new perks: Basic Smithing and Silver Smithing. [*] Gives you freedom of choice past Advanced Smithing (same old advanced armor, only renamed and relocated): You can choose any of the materials without PERK requirements. Smithing level requirements still apply; in other words, once you hit Advanced Smithing, you can wait until 100 and pick only Dragon Smithing if you choose so. [*] Daedric Smithing stems out of Arcane Smithing, since it's not a material, but a smithing technique. It's made this way to support future non[*]ebony daedric gear. The other perks have been renamed to reflect their materials, but they're the same. [*] A perk tree that actually looks like a freaking anvil :P [/list] [LINE] [b][size=20]FUTURE UPDATES:[/b][/size] The Hall of Zenithar, the House of Zenithar faction and dynamic quests More book page art More gear packs Yet more 'made-craftables' [LINE] [color=yellow] [size=20][b]If you like this mod and the system behind it, endorse it and spread the word. The more visibility it gets, the more compatible mods are made.[/b][/size] [/color]
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