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Treebalance - Smithing Tree DG
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Category: Dawnguard, Gameplay
File Size:
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0.004 MB
Nov 10, 2012 @ 2:45pm
Sep 14 @ 4:08pm
3 change notes ( view )
Description
This is just a patch. You still need the base version available here.


This adds Dawnguard support to Smithing Tree.
60 Comments
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SushiSquid  [author] Sep 14 @ 4:11pm 
Thank you, that helped me find the issue. The Creation Kit was removing the master file from the list when saved, because the CK hates having ESPs as masters. Forcing the master with Wrye Bash has fixed that. You can download the newest file, or just force the master yourself because that's the only change from last version.
Grey Acumen Sep 1 @ 5:57pm 
AHAH! This is what screwed me up! I've been getting CTD crashes everytime I took the Dragon Smithing Perk. I finally managed to trace the issue to THIS part of the mod. The original Treebalancing - Smithing and the DB files seem to be okay, but this part of the mod causes ArmorCompanionSet to be added to the dragon instead of the LItemDragonsmith, which is what it should be.
EDIT: which on further testing, seems to be due to the fact that LItemDragonsmith is not present in this part of the mod, so it defaults to the ArmorCompanionSet as the first thing in that list when saving. My nearest guess is that the entire perk change should be removed from DG, since the perk has already been changed by the regular Treebalancing - Smithing mod
SushiSquid  [author] Jan 14 @ 2:29pm 
Okay, it's up.
This is no longer stand-alone. The Dawnguard and Dragonborn patches require the original file.
SushiSquid  [author] Jan 14 @ 2:14pm 
Yes, but if you took Tanner I'd still recommend removing that perk before uninstalling this (and using another version is still uninstalling this one). That's because of a game engine issue where it will sometimes keep actor value changes from magic effects that were removed. I don't personally see this when switching mods, but some people do, and the simple way to prevent it is to just remove the magic effect before uninstalling the mod.
But otherwise there should be no issue. The perk IDs are all the same as the base game, so they'll just switch right over.

I am busy today, but I'll see about getting the Dragonborn version and the updated Dawnguard version up today still.
sonicjb08 Jan 14 @ 3:15am 
if i download this mod and uninstall my non DG verson do i still have the perks?
SushiSquid  [author] Jan 13 @ 8:34pm 
Oh yeah, I never released that. did I? I did actually make a file for Dragonborn, and I also split things apart so that the Dawnguard and Dragonborn versions require the original, rather than replacing it. Really, it should have always been like that. I'll have to upload those files soon. Maybe I'll do that tomorrow.
Alt-F4 Jan 13 @ 8:29pm 
A very sensible restructure. Since I have Dragonborn installed, a few bugs are introduced. I have edited the file to be compatible with Dragonborn. If you are interested - I can send it to you. I do not know if you can package it into a redistributable without Dragonborn, yourself, however - since the creation kit needs the script linked in to compile.

Your Dawnguard version still works with Dragonborn... it's just that you get 300-400% bonuses to armors introduced in Dragonborn (though I cannot attest to Stalhrim compatibility issues).
Helen.Baq Jan 12 @ 8:05am 
Excellent mod. Thank you very much for making this. I hated that I had to do both sides of the perk tree just to make the weapons. :)
Helbringr Nov 25, 2013 @ 11:11pm 
thanks :)
SushiSquid  [author] Nov 25, 2013 @ 2:59pm 
@Helbringr
This conflicts with any mod that changes the smithing tree. Any mod that adds new armors will keep using whatever perk that mod assigned to unlock crafting. In the case of a new ebony armor, it would require the Metallurgy perk.