The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Smithing Overhaul
83 Comments
Tiberius 19 Feb, 2022 @ 3:04am 
Thank you ReaperOz. I'll have to decline though. I'm not that advanced at modding yet.
ReaperOz  [author] 19 Feb, 2022 @ 1:08am 
I'm glad you're enjoy this mod!
Unfortunately I'm no longer supporting this mod. I simply don't have the time, or the inclination, now I'm a full time developer. I still have the original mod files if you'd like to try your hand at it yourself though? Let me know.
Tiberius 8 Feb, 2022 @ 10:13am 
Btw. This mod is both challenging and fun. Keep up the good modding.
Tiberius 8 Feb, 2022 @ 10:12am 
I'm not sure if this was intentional or not but is there a chance you could check to see if the Imperial Sword can be reverse engineered? I really like Roman looking weapons, and would love to be able to craft that sword whenever possible please. Thank you in advance. :)
UnlawfulDuck 4 Feb, 2018 @ 1:27pm 
Hey, I have this mod and i thought it was cool but i am experiencing something and i need help with it. I can't reverse engineer stuff it's weird. I try to but i can't i can't even reverse engineer IRON.
Inventor378 14 Jan, 2018 @ 12:28pm 
yeah skyrim special addition is all the dlc's with the added "special Features" for the same price as when skyrim was first released.You can't have SE without all the dlc's.
ReaperOz  [author] 14 Jan, 2018 @ 3:19am 
Bad news, I just tried to convert what I've got so far to the 32bit version and it's spitting errors at me and crashing the editor. The addition of the dlc's has prevented backwards compatibility. In all honesty it's probably for the best since those with all the dlc's would be on the Special Edition by now (big assumption but probably true). I'll start work on the individual DLC addons for this version as soon as I can.
ReaperOz  [author] 13 Jan, 2018 @ 5:37pm 
I'll move the arrows to the fletcher but the bows will stay with the blacksmith. Thats as close to realism as I can get it without making a Bowyer.
Inventor378 13 Jan, 2018 @ 10:41am 
oh yeah,if you add to dawnguard you may want Fletchers to have arrow/bow plans since is more realistic.There only seems to be two at the moment though.One in the drunken huntsman in Whiterun,and on near the blacksmith in Solitude.Also you could have Hunters occasionally carry bow and arrow plans as well if you think it's relevant.
Inventor378 13 Jan, 2018 @ 10:38am 
oh cool,i'll check that out right now.Thx for the info.
ReaperOz  [author] 13 Jan, 2018 @ 9:31am 
I may eventually get around to making an addon for each individual dlc, but that won't be any time soon. However making for Skyrim: Special Edition is no different to making for the original with all 3 dlc's. All I need to do is load the mod into the original Creation Kit and re-save it.
ReaperOz  [author] 13 Jan, 2018 @ 9:28am 
I've just taken a look at it appears you still can purchase Dragonborn individually. If you look at the skyrim store page and click on that dlc in the list (where it gives you the option to buy all 3), it takes you to a page just for the individual dlc
Inventor378 13 Jan, 2018 @ 9:19am 
well,I only have hearthfire,and dawnguard.I didn't get the deal to go SE and now i'm stuck as is without buying SE for 60 bucks
Since Bethesda stopped selling the dlc's individually.
ReaperOz  [author] 13 Jan, 2018 @ 8:59am 
The plans are only sold by blacksmiths, they are not found randomly throughout the world. However, that might be a balance decision to maybe make Daedric plans only found randomly... will see how it goes.

Just a quick question, do you have all the DLC's or only the base game? Right now i'm working on the Special Edition which has them all by default and unfortunately adding or removing stuff enmass cannot be done, so making an addon version for each DLC is like starting again.
Inventor378 13 Jan, 2018 @ 8:23am 
also btw idk if it's a mod I have but I never seem to see plans in dungeons anywhere.I thought you were supposed to find them in chest but it could very well be apocalypse spells that interfere with it due to messing with the orginal code for spell book spawning.(just a theory)
Inventor378 13 Jan, 2018 @ 8:20am 
awesome idea.I love any idea that makes a useless item useful.Although you don't need to reduce the prices.Afterall your mods design is to make smithing better so I think making smithing preferable goes along with that right?I'm not saying that the mod is wrong just tht i wondering about something I found.

Just remember your original intent with your mod,It's amazing and I'd hate for you to think you need to drastically change it just on my comments.
ReaperOz  [author] 13 Jan, 2018 @ 5:14am 
I'll reduce the prices to match the price of the items. As an extra requirement, how do you feel about needing to have a blank book to write on (gets consumed) and an inkwell and quill (reuseable)?
Inventor378 12 Jan, 2018 @ 8:36pm 
ok,I think I have found an exploit/balance issue.I think the prices may be unbalanced.I saw that the plan price of a orcish mace was about 1k gold and up but I was able to buy the actual mace from the same blacksmith for just 301 gold,and then i can of course just deconstruct it and get the plan myself.Idk if this is a problem or not as what i believe this will do is cause players to want to craft/deconstruct rather than buy everything.
ReaperOz  [author] 11 Jan, 2018 @ 12:16pm 
The exploit I have in mind would be skipping some early items so that every time you get an early item you could deconstruct it into a book and sell the book for more than the items worth. This is where balancing comes in. The prices need to be correct to make that a less sought after technique while being a respectable price in the stores.

As far as stolen items, I've not tested that before but I assumed it would work. I'll have to dig further if they don't since I've not found where their 'stolen' flag gets set. It must somewhere else there would be no way to remove those items when the guards claim their bounty.

I can add the ability to break down enchanted items but that'll take me a bit longer.
Inventor378 10 Jan, 2018 @ 6:54pm 
well I doubt I'll ever find any exploits.Everything just gets destroyed and you get to make that item from then on.It's pretty simple and well balanced in that regard.The only thing is that I wouldn't mind making it so that stolen or enchanted items could be deconstructed.It would benefit thief builds,and non-magic characters.I have done a few Blacksmith/fighter and Blacksmith/pacifist builds before that would benefit from this as well.
ReaperOz  [author] 10 Jan, 2018 @ 2:27pm 
Cheers, I really do appreciate it. Other things to look out for are exploits and general balancing :) Thanks!
Inventor378 8 Jan, 2018 @ 8:33pm 
Alright,thx for changing these few nitpicks.I can see your really dedicated to your mod and I hope it becomes even more popular.For my part i'll be sure to fav. and subscribe.And if I see anything else I'll be sure to make a note of it if only to make you aware of it.
ReaperOz  [author] 8 Jan, 2018 @ 2:23pm 
The imperial Armor has two variants that are craftable, I had previously mistakenly forgot about the light version which is why you automatically had them. As for the Imperial Sword, there is no recipe to make the sword so I'm to assume your not suppose to.
I'll take a look at that mod you mentioned, if it saves me work I'm happy with that, this isn't a quick mod to make as it is.
And finally, I'll sort out Adrienne, I forgot she can do the quest too.
Inventor378 8 Jan, 2018 @ 11:52am 
oh another note(sorry for the frequency) Adrienne (the smith in front of the gate in whitrun)Doesn't seem to give you the hide helmet plans when you go to her as apposed to Alvor.
Inventor378 8 Jan, 2018 @ 11:49am 
oh P.S.I actually am using the smelting+ mod to gain materials form all gear and so far it's working bautifully with your mod.I would suggest you try to harmonize with this mod instead of creating similar features for yours.However if you happen to dislike it I would have no qualms if you wanted to make your own mod or tweak this one with similar features.
Inventor378 8 Jan, 2018 @ 11:46am 
oh btw,I am having trouble getting the recipe for an imperial sword.I automatically had all the imperial gear learned from the start but even getting an unstolen imperial sword has no effect.I can't deconstruct it nore can i craft one.I was just wondering if this was intentional or not.
ReaperOz  [author] 8 Jan, 2018 @ 10:22am 
@The Spectral Ninja Arrows weren't craftable in the base game, this functionality only came about with Dawnguard. I've currently added all the Dawnguard items (which includes arrows, crossbows and bolts, and dragonbone weapons) and will shortly go through the other DLC items.
ReaperOz  [author] 7 Jan, 2018 @ 8:20am 
On second thoughts the filter might not be such a good idea. Just need to organise the menu.
ReaperOz  [author] 7 Jan, 2018 @ 6:29am 
@science_378 You can keep creating the same plans only until you've read one, then the option is removed. This makes sense to me as you could sell the book or throw it away etc.

I am in the process of filtering the list to show only the items in your inventory (that you've not yet learnt how to forge)
ReaperOz  [author] 6 Jan, 2018 @ 12:54pm 
Spent a good few hours familiarising myself with the Creation Kit and my mod once again (it's been 3 years after all!) Luckily it's simple to convert over to the Skrim Special Edition meaning I can update for both as easily as I can do for one.
I'm more of a programmer than a modder these days but I'm revisiting this game too and want a decent experience also. As and when I find time I'll add the sets from the DLC's first, and then work through the more popular mods that add craftable weapons and armor. Just bear with me, I work full time and have uni work to do as a priority.

@science_378 I'll take a look at the deconstruction system. Maybe even figure out a way to return a portion of the materials (seen another mod do something similar so should be possible).
Inventor378 6 Jan, 2018 @ 9:31am 
I hope you add a deconstruction table to more places,maybe even the buildable house sites so i could get one at my home.Also it may be a cool idea to make repeat deconstruction unavailable.I saw no way to lose the plans you've read so it seems counter-productive to allow you to make tons of plans that you already know.It would at least help me out as enchanting does so you know what your missing and what you've already learned.
vcannu 6 Jan, 2018 @ 2:44am 
great!!!!!!!!! :steamhappy:
ReaperOz  [author] 6 Jan, 2018 @ 2:27am 
Hi guys, I'm not promising anything but I'm gonna try get this mod updated. Watch this space!
Inventor378 1 Jan, 2018 @ 7:23pm 
This mod is amazing dude.It's the best attempt to make smithing more immersive and fair that I have ever seen.I even took out immersive weapons and armour mods just to use this.Although I would re-add them if they had compatability with this mod becuase then it would be fair.
Gods Divine Void 23 Aug, 2017 @ 3:47am 
So I get this mod came out a long ass time ago but i'm getting back into skyrim and I'm trying to go a playthrough where I have to smith all my weapons and armor in order to use them and I can not for the life of me find any of the plands for any if the variations of Arrows and I was wondering if you could tell me where I can find them or give me a hint. Please and Thank you
vcannu 22 May, 2017 @ 3:13am 
good solution to one of the worst problem in Skyrim.... the smithing system. Unfortunately weapon added from other mod are not included to the plans system. Someone knows if exist a patch to do so? specially for heavy armory, immersive armor and immersive weapon?
Undead Wolf 9 Jul, 2016 @ 4:17am 
Just thought to leave a suggestion, since you already made specific recipes have requirements other than the metal perk: maybe you could make some changes to the items as well, such as: changing the vanilla elven and glass armors to be considered heavy armor(since they are plate armors, and would hinder the mobility that defines light armor perks), adding chain and maybe scale armor(light armor) versions for each metal, as well as half and full, and maybe breast plate(heavy armor) of each metal, with different weights, armor ratings, material and schematics costs. I'm not posting this as some sort of request, since even I, who knows little of modding, know it would take at least 3 kinds of modding to make(modeling, texturing, crafting system modding, and maybe even perk tree modding). I just thought the idea might interest you, and you might talk about it with people that have the other skills, and maybe it would interest them as well.
ario1994 15 Jun, 2016 @ 1:58am 
Dude, this is exactly what I was looking for. My last playthrough made me ridiculously OP very early on and really killed any motivation for another run. Amazing work! Any chance you'll be able to get it updated when the October update comes out?
skyries 3 Jun, 2016 @ 6:12pm 
thankyou finaly someone fixes the smithing system
Elusio 31 Oct, 2015 @ 7:20pm 
The mods really cool thanks for uploading!
ReaperOz  [author] 21 Dec, 2014 @ 6:16am 
I honestly don' know which mod is affecting the daedric skin, if at all. I don't have anything to do that specifically.
Naer Carka 21 Dec, 2014 @ 4:28am 
This mod sounds abit like how Kingdoms of Amalur:Reckoning smiting system works, albeit without the plans
Cynteara 30 Jul, 2014 @ 3:53pm 
Do not install this mod if you plan to just try it out. If you load your game with this mod active and then uninstall the mod, you will not be able to load your save. If you are jsut trying it out, make a seperate save for it.
Monkey 29 Jan, 2014 @ 4:14pm 
what daedric skin is that
ReaperOz  [author] 7 Oct, 2013 @ 1:53pm 
My appologies for being away so long, been busy.

@ ryan_d_e_j The plans are only available from Blacksmiths so your looking in the right place. They will only show up when you have the required level and only a random few will show aswell, so you'll need to keep checking back to collect the whole lot. The higher the quality of armor, the lower the chance of the plans being available.

@ bobharis61 There was no way to make this happen using the current creation kit, i did look into it but im afraid not.
SirTomahawk 15 Sep, 2013 @ 8:26am 
Do you get he materials needed to make the armor you destroy back?
Gaming Dragon 555 12 Sep, 2013 @ 12:18am 
)where do you get the plans besides deconstruction? I've been to Alvor's (Riverwood), Adrianne & Ulfberth (Whiterun), Eorlund (Skyforge) anf Lod's (Falkreath). They only have basic plans -- hide, leather, iron, steel an not all plans in those materials.
Bromora 30 Jul, 2013 @ 12:44pm 
@ neil_ozzy what mod did you get the texture for the daedric armor from
ReaperOz  [author] 15 Jul, 2013 @ 10:01am 
@ jhelin0436 I might look at an ingame option to turn it on/off, rather than a whole different mod. More to test my ability to do so than ease, since it will be harder :P
ReaperOz  [author] 15 Jul, 2013 @ 9:58am 
Sorry ive been absent, works kept me busy. It doesnt affect jewelry, but i may add that functionality in the near future if things quiet down. I really don't think you'll find another mod doing this.

@ PimpMyDragon360° The only reason i can think of that would do this is you've simple not read the books (if purchased), or you don't have the perks! Unless theres a mod conflict im unaware of.