The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Bethesda Blunders
   
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18 Jun, 2014 @ 10:41am
5 Dec, 2014 @ 9:40am
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Bethesda Blunders

Description
Bethesda Blunders provides you options that in my opinion, should have been in the game from the beginning.

<(BLACKSMITH ADDITIONS)>
+Skyforge complete with fast travel.
+Arrows can now be made at a forge. Wood, and one ingot of said arrow type, will give you a bundle of 25 arrows. Daedric arrows requires daedra heart. Perks in the blacksmith tree must be acquired by the player to forge said arrow types.
+Arcane blacksmith perk level requirement lowered to 30.
+100 gold coins when using the smelter, will give you 1 gold ingot.

+Metropolis cities in Skyrim are missing either a smelter, sharpening wheel, or a wood chopping block close to the local blacksmith. Added to the following cities.

Dawnstar. Falkreath, Riften. Riverwood. Solitude. Markarth.

+The blacksmith school now has two more ways to train. 1. Tanning hide/pelt into leather, also leather strips. 2. Smelting the ore you collect.

+Imperial bow, sword, full faced helmet, and imperial studded armor craftable (imperial category)
+The long bow is craftable in the (iron category), and the hunting bow in the (steel category)
+Stormcloak armor is craftable in the (hide category)
+Scaled horn armor is craftable in the (advanced armor category)
+Targe of the Blooded is craftable in the (steel category)
+A Jagged Crown replica, light and heavy, is craftable in the (dragon armor category)
+Helm of Yngol replica, light and heavy, is craftable in the (advanced armor category)
+Lock picks can be made at a forge in the (misc. category)

<(BLACKSMITH STAT. BALANCING FOR WEAPONS AND ARMOR)>
+Stormcloak armor is now equal to Imperial light armor.
+The long bows base damage is now 7, hunting bow now matches the Imperial bows stats.
+Imperial armor and weapons are craftable in the imperial category.
+Heavy Imperial armor now matches armor in the steel category.
+Imperial heavy shield now matches the armor of the steel shield.

<(ARMOR AND WEAPON TEMPERING)> -This is a list of items that can now be tempered.
Silver sword, and greatsword. Scaled horn armor. Imperial studded armor. Skyforge dagger. Shield of Ysgramor. Wuuthrad. Masque of Clavicus Vile. Daedric artifact Ebony Blade. The Jagged Crown(quest item). Woodcutter's Axe. Pickaxe. Diadem of the Savant.

<(BANDIT ARMOR)> also known as <(FUR ARMOR)>
+Revised armor, value, and weight for three different cuirass armor types. Full body covering fur armor was left alone, and the three other ver. were changed.

<(PLAYER HOME)>
+The dragonborn now has a simple starter camp that was abandoned by a hunter. Fast travel, sleeping, storage, and cooking available. South of the first standing stones you come across in the beginning of the game.

<(HELGEN KEEP)>
+I added the oakflesh spell tome for use in the beginning of the game. On the table next to Gunjar's body in Helgen Keep.
+If you choose to go into Helgen keep with Hadvar at the beginning of the game, there will be an option for heavy armor (iron) in the chest. When you're told to check for supplies.

<(COOKING IN SKYRIM)>
+Cooking food is more beneficial to the player now, providing alchemy training.

<(BREEZEHOME)>
+Breezehome now has an enchanting table right next to the alchemy lab. Available once you buy it from Proventus Avenicci. Note. If you have Hearthfire active and a child's bedroom where the enchanting table is, it will be odd looking.

<(DIADEM OF THE SAVANT)>
Armor and enchantment boosted slightly, and now it's temperable. 10 base armor, and 10% Enchantment. Still works as clothing for mage armor.

<(ITEM WEIGHT)>
+Woodcutter's axe and pickaxe now weigh 5. Damage for both is now 7.
+Firewood weight is now 2. Value is now 10 gold.
+Leather now weighs 0.4
+Weight for restore health, stamina, and magicka potions has been revised.
+Weight for dragon bones now 10 and scales 5.

<NOTE!> Bethesda update required! Download and synchronize! Check your DATA files!
122 Comments
Kad 19 Jul, 2015 @ 2:31am 
Oh No Worries, I'm not a very Companionable person, :) sorry... my son does that and I just don't survive, same as daughter who does the nightwalker thingy,.. I used to stay mainframe and make houseswhich they enjoyed too, for a bit. Now, wow with your efforts I can explore the world and not worry about the houses at all. Well, occasionally I make one just for fun :) thanks for not being upset I asked :)
Mechanical Poetry  [author] 19 Jul, 2015 @ 12:36am 
@lianasworld, you should be fine. The only thing I would be worried about is the companions quest line. I tested this mod to make sure nothing at the Skyforge gets in the way of the quest where all the companions are standing around the skyforge, in mourning. So with double everything at the skyforge because of someone elses mod, I don't know if all the npcs would fit standing by the skyforge.
Kad 19 Jul, 2015 @ 12:17am 
Just had to pop over and tell you... someone else has had similar idea on not enough smelters in ... errr one of my 44 mods ulp!! and now I have overlapping smelters in Riverwod and the Skyforge, plus overlapping markers for the Skyforge too, with two benches up there, sadly they overlap so I can be banging away and he comes over and we overlap as characters too..but there are 2 leather things, and they don't . really weird huh, it doesn't seem to affect the game - should I check my mods and get them deleted or will it be OK ?? I ask yu cos you seem to be the most prolific one I have followed with great mods I trust :) hope it's not a hassle thanks again for the time, effort and brains...
Cytrix Drakani 13 Jun, 2015 @ 11:01pm 
lol.
Mechanical Poetry  [author] 13 Jun, 2015 @ 10:35pm 
Just put the mod that has weightless dragon bones and scales before this mod in your mod load order. It should work. Or it goes after this mod. I forget.
Cytrix Drakani 13 Jun, 2015 @ 6:28pm 
i have mods that make dragon bones+scales weightless, could you upload one that doesn't affect those please? i was at near overweight with the dragon bones not weighing anyhting, i went up like, 150 weight thingies
Kad 10 Jun, 2015 @ 6:30am 
many many thanks

Mechanical Poetry  [author] 12 May, 2015 @ 9:55am 
True. I don't really use this mod anymore though. I could update this mod and get rid of the savant, but a whole bunch of people might like it. I use to use it myself. But I don't anymore.
Gamzee 25 Apr, 2015 @ 10:32pm 
true but im pretty sure its not meant to be there
Mechanical Poetry  [author] 25 Apr, 2015 @ 10:31pm 
@PsYk0Wo1F, why? Bethesda put it there, and it's not hurting anything.