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Of course to some it is cheating and that seems to be a big deal. But the purpose of a game and I have been playing them is to have fun. I have games I went back and played with a cheat just because I wanted to play them again and not go through the hassle of playing MM7 comes to mine because I used an editor the second time.
Did I have fun both time of course I did. My Wife had terminal MS and was dying in the next room as I cared for her. When she was sleeping it took my mind off the horror I was seeing in real life.
You only get one go in life play the games as you want.
u cant blacksmith when u start the game. cant make a dagger cant make jack. u travel to a Blacksmith trainer for lack of a better example say like WoW. quest out ur rare blacksmithing plans, train ur basic.. and then move on to find a new trainer, a specialized one... like heavy, light, elven, etc... training with one blocks one of the other paths unless u find a rare trainer who could teach u everything with no blocking of another type...
i havent started working on it as im new to making mods im looking for some one to help me put this idea in to code.
Personally, I can't give many ideas on how to improve it. I do find leveling smithing in general to feel kind of grindy (i.e. making a bunch of useless junk to sell simply to level). Admittedly on many of my playthroughs I often end up cheating levels in since I rather not bother with it.
The specialized branches you suggest is intriguing, seems like you could simply reorder/structure the skill tree to make it more branching then the simple loop that it is now. That said, I don't really know how much more you could do with it aside from adding more perks to each specialization and if you did, what they would even be. My only idea would be to somehow tier each specialization with each next tier allowing the player to smith better gear with simple buffs.
I personally like the Blacksmithing Perk. But to buy everything a legendary level would be a cheat at best. And I end up making all my Weapons and Armor legendary as the game goes on.
Say early on - you'd find a book called 'Common Longswords' and thus you can now make longswords out of all the basic materials (assuming you also have the perk too) - further down the road for Ebony, Daedric or Glass - you're basically stuck waiting until you found a book on 'Rare Broadswords'.
Maybe not the best system - and it hasn't been updated for awhile but you should take a look for ideas anyways - I certainly enjoyed it more than the vanilla setup. You couldn't go into a new character with decisions like armour type/weapon focus already decided - you basically had to wait until you'd learned how to make certain things. And they all sat on your bookshelves and glowed blue if they were known, and you could toggle them on/off - so the crafting lists could be kept managable and decidedly less cluttered.
the only problem is i have no idea where to start in the creation kit or how to set it up. Does anyone know of tutorials for the creation kit?
@crapmonster The skill perks would be like... Increase in heavy smithng... then if u go down that path it would be Heavy can be improved 10% better, heavy items can be imbued (not enchanted, thats seperate).
Then depending on what trainers u find allows u to unlock certain perks. For a idea once ur master blacksmith either light or heavy a curier shows up say this guys wants to talk... greymane or whoever. u show up and he unlocks the other side of the tree (at the beginning of blacksmithing u have to decide armor/weapons, and heavy/light.