125 ratings
Treebalance - Smithing Tree
Category: Gameplay
File Size
0.028 MB
Nov 10, 2012 @ 2:37pm
1 Change Note ( view )

Subscribe to download
Treebalance - Smithing Tree

Patches to add support for DLC are available:

Normally, you can take just one or two perks (Steel Smithing and maybe Arcane Blacksmith) and need nothing else. Attributes among material classes vary so little compared to smithing bonuses that spending anything else in the tree had very little value. I've rebuilt the tree, but instead of just forcing you to take more perks for the same benefit, I've shifted things around and added new things. Each perk is now more valuable, but without changing end-game balance.

This will not be for everyone, but players who want a Smithing tree with perks that are useful and interesting while still being balanced will appreciate this. Importantly, I do not add or remove any perks. Three perks were edited into new ones, but they're the same base IDs. This means if you won't lose any perks upon adding or removing this mod. Below is a list of the changes.

Steel Smithing became:
Craftsman: Can craft Steel items. All weapon and armor improving is 30% better.
  • Rather than immediately giving doubled smithing bonuses, I have spread these increases out over the tree in three perks. The opening perk, Craftsman, is the first. The shift from focusing on material type to simply applying to everything fixes the problem with some items not being affected, and importantly makes investing into the later perks in the tree more valuable by not front-loading the whole benefit.

Elven Smithing became:
Elven Foundry: Can create Elven, Dwarven, and Orcish armor and weapons at forges.
  • Elven Foundry has compressed Elven, Dwarven, and Orcish Smithing. It unlocks crafting of all three types of weapons and armor. Orcs and dwarves are elves, plus these three item classes were all roughly similar anyway (elven strongest weapons, orcish strongest armor, dwarven in middle on both), so the perks felt somewhat redundant before.

Advanced Armors became:
Advanced Smithing: Can create Scaled and Plate armor at forges. All weapon and armor improving is 40% better.
  • This still unlocks Scale and Plate, but because those are so statistically similar to the previous item classes, it also increases smithing of all items by 40%. This stacks additively with Craftsman for 70% total.

Arcane Blacksmith is unchanged except that its new required perk is Advanced Smithing and not Craftsman.

Glass Smithing became:
Glassmaking: Can create Glass and Ebony armor and weapons at forges.
  • Glassmaking has taken the place of both Ebony and Glass Smithing, unlocking the crafting of both item classes. Ebony and malachite in Elder Scrolls are both volcanic glasses. They should be roughly similar to work. Because you're already choosing between Light and Heavy Armors in their own perk trees, it always annoyed me that Smithing made you take the same choice. I've streamlined the system to remove that.

Daedric Smithing became:
Imbuing: Can create Daedric armor and weapons at forges. All weapon and armor improving is 30% better.
  • Daedric is the best heavy armor and, without Dawnguard, the best weapon class. This only unlocks one type though, so I've also added the final improvement bonus. This stacks with Craftsman and Advanced Smithing for 100% total, which is the same doubled smithing bonus you got from the tree before, but now it applies to everything.

Dragon Armor became:
Dragonsmith: Can create Dragon armor at forges. Dragons drop more items.
  • Besides just adding dragon crafting, this now makes killing a dragon much more valuable by spawning extra items on its corpse. You'll see small added gold, more scales, and more bones. There's also a much higher chance of weapons and armor (especially enchanted) and a new chance to spawn random jewelry. This will all be the same leveled gear you normally could find, and it works on any dragon you kill. This stacks with Salvage, by the way. Dragons will still have a chance to drop extra crafting items too if you've got both perks.

But wait... what about Dwarven, Ebony, and Orcish Smithing? Those perks haven't been removed. They were simply transformed into something else entirely. These three new perks make the tree much more interesting. All three require Craftsman to unlock.

Tanner (replaces Dwarven, requires 30 skill): Tanning racks are more productive and you gain 50 carry weight.
  • This increases the yield of all tanning rack recipes by 50%, rounded down, minumum 1. Because that really isn't good enough and because leather weighs a lot, I've also thrown in added carry weight to make the perk more valuable. Tanner provides another way to get more carry weight, plus helps earn smithing experience and money by giving you access to more leather. It's a good multi-purpose perk with a low enough skill requirement to be taken early.

Salvage (replaces Orcish, requires 40 skill): Find bonus crafting items on enemies.
  • Everything you kill has a 33% chance to spawn a single (except leather strips, which spawn in groups of 5) bonus crafting item on death. These items are leveled and are mostly leather and ores, but can also include gems. Anything you kill has this chance, so you could go slaughtering bunnies and goats and still find things. The chance isn't extremely high, but neither is the skill requirement. Take Salvage early and the extra items will really add up.

Metallurgy (replaces Ebony, requires 50 skill): Smelting is more productive and you find extra ores when mining.
  • Smelting now provides double the normal output. Mining with this perk gives you a 50% chance per ore mined to find a random extra ore in any vein where you'd normally have a chance to find gems (and this chance doesn't conflict, so you don't have a lower chance of gems with this perk). Much like gems, these extra ores can be of any type regardless of the vein being mined (iron is the most common, but they all can occur at any level). Metallurgy provides a huge increase to the amount of ingots you'll be making, and thus the amount of crafting you can do.

This mod also fixes errors where Deer Pelt couldn't be turned into leather and Dwarven Scrap Metal couldn't be smelted. These now can be and work with the Tanner and Metallurgy perks.
< >
mewtooo Apr 30 @ 5:32pm 
Dwemer, deep elves, elves that live underground.
Dwarves. Short people who live underground.

...are the dwemer the decendants of Elves and Dwarfs mating? Second Hobbit movie inspired.
"I could have anything in my trousers." Thousands of years later = dwemer. HEAD CANNON!!!
-trh- CL0cKw0Rk Nov 1, 2014 @ 7:32pm 
I'm not trying to be annoying, but under Elven Foundry, it would be dwemer instead of dwarves, but anyway, great mod!
Shinji Dai Oct 24, 2014 @ 9:16pm 
This is great! I always thought the vanilla constellation looked nothing like an anvil, this is so much better. The new perks are nice too, especially the 50 extra carry weight.
SushiSquid  [author] Sep 14, 2014 @ 4:09pm 
I now understand what the problem is and why it ever happened. There was never an issue with this file, but with the DG compatibility patch. Please download the newest version and that should fix the CTD issue.

For those who care, this happened because, although I set the correct leveled list for the perk in the Dawnguard patch, that leveled list is part of this base master file, and the Creation Kit refuses to save ESPs with other ESPs as their master. When you open the file in the Creation Kit, it just shows you the first leveled list alphabetically because of that, but the file itself is actually listing the correct one. Because that correct one is in a master that it doesn't recognize, this means the game is attempting to call up a null value with the entry point, which causes it to crash. I've corrected this by forcing the master in Wrye Bash. So remember, the Creation Kit is a powerful tool, but it also will sometimes screw stuff up for you.
StudentEternal Sep 14, 2014 @ 9:55am 
Just confirming that I have also encountered the crash to desktop issue when killing a dragon after getting the dragon smithing perk.
Grey Acumen Aug 30, 2014 @ 5:40pm 
Okay, so it looks like Alt-F4 has managed to trace down the cause, but has this mod gotten updated to fix that issue yet?
jamiemahoney Aug 20, 2014 @ 2:10pm 
Your continued dedication to this mod is greatly appreciated
Alt-F4 Jul 26, 2014 @ 9:21pm 
Fixed it - I should have looked deeper into it a long time ago, and I apologize.

It turns out your entry point for the leveled list has the "companions armor set" leveled list. I'm only guessing, here - but what I imagine that does is it tries to generate the armor list of a member of the companions and equip it to the dragon (which causes a boo-boo, since dragons can't wear armor).

That, or the companion armor list is a special flag that tries to do things that conflict with the normal dragon death.

Either way - I simply set it to drop dragon scales 75 as its level list. I didn't search through every entry to see if you created a unique leveled list or not. A second entry point could be added to add dragon bones 75 to the leveled list - or a custom leveled list could be created specifically for the DragonArmor perk. But it was the setting as the companions armor for the leveled list that is causing the CTD.
Punzybobo Jul 16, 2014 @ 6:41pm 
Does anyone know a mod that removes Daedric smithing? I hate being able to craft that... :l
jamiemahoney Jul 13, 2014 @ 1:14pm 
Great mod and is much more sensible than vanilla.
I also have been having the CTD with dragon smithing. To those that do as well, are you using anything that affects dragon loot, such as the Dragon Blood Perk Potion mod?