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Smithing Issues: Crafting

Open TornadoWatch opened this issue 4 years ago • 10 comments

LS Version v2.2.1

Describe the bug While this is not exactly a bug, more of a 'feature issue': Several crafting recipes at the Forge are very unbalanced.

There are two subcategories to this issue:

  1. Crafting patterns that are 'too good', giving too many stats for how early they are accessible.
    • Example: Light Blades armor chest, 84 armor for 3 leather strips and 4 leather.
  2. Crafting patterns that are 'too cheap', having a high monetary value for how easy to craft they are. Levels are calculated by value of item (As far as I can tell), so this opens up a ton of crafting exploits.
    • Example: Ranger Outfit Groin, value of 1000, cost of 1 leather strip and 1 leather. 80g~ worth of materials for 1k of value.

To Reproduce Go into the forge and look at recipes. Try sorting by Value, Materials, etc.

Expected behavior I expected some sort of standardized value in comparison to damage/armor gained/resources expended.

Screenshots

https://imgur.com/a/8wcRcK3 Problematic Smithing Items.xlsx

Additional context

This problem seems to be caused by mod developers not considering the value/stats of what they're adding to the game, then these mods being added in to the modlist without any adjustment taking place.

I would suggest adjusting the out-of-line items by developing a standardized formula to calculate what something should be worth based on its components, armor value, damage, etc compared to similar items in-slot. Components could also be changed; very strong items could cost Ebony and other components, for example, or be tied to later smithing perks to gate access.

It's ultimately a design decision on how this all should be handled, but I feel like the ability to access endgame-level stats on armor from day one presents a problem to game flow and balance. If I'm able to scrap together an amazing chestpiece with 4 leather and some scraps, it makes a lot of gear irrelevant.

TornadoWatch avatar Aug 10 '20 17:08 TornadoWatch

These items need to be selected in the console for glory to fix them.

TwistedModding avatar Aug 10 '20 17:08 TwistedModding

I'm happy to do that.

Is there any way to get that information with the crafting menu open, or do I have to manually craft all the offending items and list their IDs here?

TornadoWatch avatar Aug 10 '20 17:08 TornadoWatch

You can spawn them in the console or just craft them.

TwistedModding avatar Aug 10 '20 17:08 TwistedModding

The ids that you put in the spreadsheet are incorrect I think. I'm not able to see them in xedit

TwistedModding avatar Aug 14 '20 20:08 TwistedModding

Crap.

Well, it looks like each item has two sets of IDs... Are you telling me you need the other one?

TornadoWatch avatar Aug 15 '20 06:08 TornadoWatch

either post the screenshots of the items or just post all the ids it has.

TwistedModding avatar Aug 15 '20 18:08 TwistedModding

i'd like to leave this open as i'll retrieve the items, but it's a several hour long time commitment. I'll do it when I can.

TornadoWatch avatar Aug 20 '20 14:08 TornadoWatch

It's not that they are too powerfull. The problem is that it ignores the perk requirements for most of the armor in this mod list. Those armor mods did not plan to make it craftable without any skill in smithing.

The way I help myself now it just to ignore those crafting recipes until I have the correct skill level / perks for it. (Which I found through all those mod pages.)

(I also tried to disable a lot of female only armor mods (since I'm playing male) but they are still shown in the smithing menu, just without texture. (And if you craft and put them on you're like the pink power ranger) - new game doesn't help. Oh well.)

WreckingBear avatar Aug 22 '20 07:08 WreckingBear

The crafting recipes are a constant work in progress, I'd be open to receiving help with getting them fixed. I will work on them as I can but as previously mentioned fixing them all is an enormous time commitment.

ForgottenGlory avatar Sep 04 '20 01:09 ForgottenGlory