49 ratings
File Size:
0.062 MB
Oct 3, 2013 @ 4:23am
Dec 13, 2014 @ 6:11am
8 change notes ( view )
In 1 collection by Frankenstein (plays ME3 MP)
Replicator / Forger Collection
3 items
This is for Vanilla Skyrim, no DLC items have been added.
Replicator is a mod that allows all those regular smithys to create (forge) replica unique armor and weapons without any enchantments, for example Nightingale Armor. The reason behind this mod was to allow players to enchant these specialty items to suit their own play style. This mod is not only a spiritual successor to the massively famous and great mod "Forger", but I am trying to truly continue in it's spirit. Pagann has stopped working on the original, so I try to pick up where he left off, with his permission, of course.
(That's why I will use "we" for the following parts of text, to honour his contribution!)

Please don't forget to rate this mod if you liked it.

A true mastersmith should be able to replicate stuff he has held in his hands, right? The armor and weapons that are made craftable by this mod require a smithing perk of some kind, clothes do not require any smithing perks.

However, each item requires a specific quest to be completed (!!!)
before it will appear in the smithing category at the forge. We made the decision to restrict them by quest to ensure that the player had at least obtained, or had otherwise been exposed to the original before crafting copies.

How can you forge a replica of something that you have never seen?

We will not document which quests will open up these recipies (Spoilers, duh!). We will only say that radiant quests are not included and the quest to be completed directly relates to the item. The most obvious example are the deadric quests.

If you have any (reasonable) requests, feel free to voice them in the comments! Please rate and subscribe!

Note: One cheat-like item has been added to this mod. A custom, hidden Leather Smithing perk was added that allows improving all leather items up to legendary quality. This perk is granted to the player automatically when the Steel Smithing perk is chosen. We feel that if heavy armor based characters can improve all their armor up to "legendary" then light armor based characters should be able to do the same.

Just because we don't want to give away the quests doesn't mean we won't give up the perks though. Here's the list of items with the smithing category and perk required:

- Blades Armor and Sword: Steel category - Steel Smithing
- Daedric Artifacts: Daedric category - Steel Smithing
- Dragon Priest Masks (Light Armor): Glass Category - Glass Smithing
- Dragon Priest Masks (Heavy Armor): Daedric Category - Daedric Smithing
- Dark Brotherhood (Shrouded Armor): Leather category - Advanced Armors
- Dark Brotherhood: Blade of Woe: Steel Category - Steel Smithing
- Forsworn Armor & Bow
- Falmer Amor & regular Falmer Axe, Sword and Bow
- General Tullius' Armor: Imperial Category - Steel Smithing
- Jagged Crown: Dragon Category - Dragon Smithing
- Nightingale Armor: Leather category - Advanced Armors
- Nightingale Weapons: Glass category - Glass Smithing
- Redguard sword (Scimitar): Steel Category - Steel Smithing
- Stormcloak Officer Armor: Leather Category - Advanced Armors
- Thieves Guild/Linwe's/Guild Leader Armor: Leather category - Advanced Armors
- Yngol's Helmet - Draugr Category (Skyforge!)

Daedric Artifacts (All are in the Daedric Category):
- The Rueful Axe
- Masque of Clavicus Vile
- Volendrung
- Mehrune's Razor
- Ebony Blade
- Dawnbreaker
- Mace of Molag Bal
- Spellbreaker
- Ebony Mail
- Savior's Hide (new!) - Ebony for "double improvement" perk
- Hircine's ring (new!)

Clothes (Require no perks but still have quest requirements)
- Redguard outfit (Light and dark)
- Jester clothes
- Thalmor outfit
- Ulfric Stormcloak's outfit
- Psiijic Order outfit
- Greybeard outfit

Replicator Dawnguard Edition:

Replicator Dragonborn Edition:

Popular Discussions View All (1)
Mar 21, 2014 @ 6:05am
SPOILERS - Items, and how to get them - Prerequisite quests.
Frankenstein (plays ME3 MP)
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Blown Wolf Dec 13, 2014 @ 9:31am 
You Freaking Rock thanks Bud :)
Frankenstein (plays ME3 MP)  [author] Dec 13, 2014 @ 6:19am 
Soo, already added them. Put two quests in the main questline as requirements (look at the "Items and how to get them" page if you want to know which.) which made the most sense to me. I could have also done "or" requirements to other quests, but that would make those very simple items a lot more complicated in terms of recipe-requirements than most "unique" items. I hope this is okay. If you have any further suggestions, please share them.
Frankenstein (plays ME3 MP)  [author] Dec 13, 2014 @ 5:33am 
Sorry, for taking so long with my reply, I usually try to answer faster, but my harddrive decided to act up.
I was thinking about adding forsworn armor and weapons for a time now, especially since there are a couple of quests associated with them. Falmer items are a bit different though, since there is no real good quest to introduce the items as craftable. But since you asked for it, I will try to find something fitting over this weekend to put them into the game, since they make a lot of sense for this mod.
Blown Wolf Dec 11, 2014 @ 5:35pm 
;ate request i know : ( is it possible for you to add Vanilla items such as Forsworn and Falmer gear into your mod i know they aren't unique but i would like that ability hahaha?
Frankenstein (plays ME3 MP)  [author] Nov 21, 2014 @ 11:20pm 
So, I checked the files in the Creation Kit, with only two exceptions, all items have their original names. The exceptions are "Imperial General's Armor" (original is General Tullius' Armor) and "Grey Thieves Armor" (Linwe's Armor). So you have to use - help "Name" - in the console, usually the second item listed should be the unenchanted one. Then with the - player.additem <id> <amount> - command you're all set.
The Short Awkward One Nov 21, 2014 @ 9:00am 
Frankenstein (plays ME3 MP)  [author] Nov 21, 2014 @ 4:11am 
As I am someone who likes to bitch about immersion myself, I tend to say no to this request. Since you don't want to wait for the quest and aren't bothered about immersion, why smith them at all? You can simply give yourself the armorpieces via the console. I could put up a list with the weapon & armor names (which you need to get the id for the console).
The Short Awkward One Nov 20, 2014 @ 3:38pm 
is it possible you could make a way for us to go straight to crafting the items without the quest requirements for those of us who dont bitch and moan about immersion or realism
Mister_Richie Sep 14, 2014 @ 10:19pm 
I actually use the Skyrim Script Extender for launching. But thanks! I didn't think to start the game normally, but it makes sense.
Frankenstein (plays ME3 MP)  [author] Sep 14, 2014 @ 1:50pm 
That is completely possible. I cannot rule out that other mods that change the way crafting works might interfere. Possible ID problems as well.
If you want the enchantable clothes anyway, you can use the "help 'item name" command in the console. It gives you the item id, which you can use with the "player.additem 'itemid' amount" command in the console.
Another Idea. If you use nexus mods, you probably use the NMM to launch the game. To update this mod (since jester clothes are a fairly recent addition), you have to start the regular launcher once in a while. Annoying, I know. I think that is probably the most likely reason this didn't work.