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ipmlj

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Everything posted by ipmlj

  1. In Wrye Bash you can remove a master. I've only done this with my own patches, never attempted with other .esp's. I don't have WB open and I think I'm a version behind (think I still have 304.3). But if I remember, when you select the .esp...on the right hand side there is a window titled "Masters". In that window, you can right click and alter that master list. I don't know if this will remove all references inside the .esp when you do this. In otherwords, not sure that it leaves the .esp clean by removing those edits as well or if it just removes that master from the list. You would want to make a backup of the .esp beforehand, and then open it in TES5 after removing the master to see if anything needs to be removed manually. (Simply right click and select remove that edit).
  2. I don't know if this will help or not but I was experiencing similar problems with crashes near npc spawn points in/around Whiterun and occasionally with the auto reload after dieing. I've been using LOOT and noticed sometimes Wyre Bash reports a few mods as having masters-reordered. (Easy to spot if they are highlighted orange) So following a mod update or changing an esp, I make sure to check Wyre Bash and then go to TES5Edit and sort masters on those. This seems to work/alleviate those crashes for me, but I'm using LOOT not BOSS.
  3. While the S.T.E.P. site was down, I was able to get more work done...and do alot less browsing..LOL. I took some time and learned how to use the TES5 Automation Tools by matortheeternal. This allowed the latest version -v09c- to get completed much sooner than I had hoped for. Yes, v09c and not b because I was able to kill two birds with one stone by incorporating PRUFEI and using the Automation Tools; a. 'equipped' checks for everything and b. adding the existing breakdown recipes that had not been incorporated into this patch. Over the next few days I will be play testing SRLE with this new version. From the series of selected tests I did, things should work pretty smoothly. I still have to figure out why the modified Backpacks cost/sell for so much coin.I noticed player 'enchanted' items (when not marked as a favorite) show up at the smelter - I've got to take a look and see what I've missed. I don't want to enable smelting on 'enchanted' items.v09c accomplishes much of what I set out to do with this patch. Thanks to Kryptopyr for pointing me towards the relatively new mod: PRUFEI - Protection for Recipes Using Favorite and Equipped Items by Matthew R Karlsen -- quixoticynic If you are using this patch. Please let me know how it is working for you.
  4. Tested a full haul of loot from a dungeon clearing session -2200 lbs of junk- with all the other misc stuff I carry around for survival (food, water, tent, axe, etc..) 89 recipes to be exact which took awhile to add the conditions for PRUFEI--about 2 minutes per recipe in the CK. No major issues with PRUFEI. There is a short delay on the smelter menu AFTER un-marking an item as a favorite. Exiting the smelter and re-opening it will update the menu with the newly 'unprotected' item. Probably because the script in PRUFEI needs to update itself. The virtual Frostfall crafting station is not included in PRUFEI therefore adding conditions to those items and marking them as favorites will have no effect on the Frostfall menu. I will ask the author Quixoticynic if he could include functionality for Frostfall. I need to rethink the changes I made for leather/cloth breakdown. The simplest solution is just returning those recipes back to their default workstation. It will clutter the tanning rack some but at least the items marked as favorites will drop off the menu and be protected from breakdown.For fun, I tested a few misc items (lanterns, kettles, other clutter) but these items cannot be marked as favorites therefore PRUFEI has no affect on them. I like PRUFEI and I'm going to add its functionality to my patch with the recipe conditions. Don't know if folks will like that too much because it will require adding PRUFEI to the SRLE crafting patch. PRUFEI will have no affect on the game when installed without the PRUFEI conditions added to breakdown recipes. Unfortunately, I don't think it is backwards compatible because it has to be added as a master to any mods that use its features. This is going to delay the v09b patch (sorry).
  5. Anyone else get a bit of script lag when drinking water from waterskins (with iNeed)? Tossing this out in here because I use LOOT rather than BOSS so it may just be my load order causing issues.
  6. I run into this alot with SEP. It frequently reports WS.reputation.1 or something similar with new files. Simply put, Norton/Symantec just doesn't have much of a reputation database built on it yet so depending on how agressive you have your AV set, it may block/quarantine it. I honestly like SEP vs. many other AV products. When combine with Malewarebytes and AdwareCleaner my system stays pretty clean. Back on LOOT: I'm really really liking it. The only issue I've had while using it with SRLE (including Neo's pre-built SR Conflict Resolution file) is taking a few minutes to resort masters on mods flagged by Wrye Bash as having masters re-ordered. As long as I sort masters on those mods in TES5, a LOOT load order is working great for me. I have only a handful of user/metadata rules loaded -> primarily for the SRLE lighting mods (Realistic Lighting/ELFX).
  7. Things are good! (I'm trying to contain my excitement a bit because I've only tested PRUFEI a smidgeon) BUT--> PRUFEI may become a 'must have' mod for me if it continues to work as nicely as it did during my initial test! I tested 2 modified breakdown recipes; adding the conditions required for PRUFEI. The only catch is: 'equipped' left hand weapons must be marked as a favorite to protect it from the smelter. More to follow. Going to add the conditions to more recipes and do some additional tests. I'm very excited although there will be alot of work ahead to add the extra conditions to each recipe. Edit: I forgot to mention - I tested only PRUFEI by itself (without 'Elementary Smelting') in my SRLE build and crafting patch.
  8. Wow, ask and ye shall recieve right?... my Nexus search skills just plain stink lol... Thanks Kryptopyr. I will definately be taking a look at these. I don't mind doing the work adding necessary conditions in TES5 if these mods by quixoticynic function as intended. Great find!
  9. Original Post: Updated Post: The v09b patch is being re-worked with PRUFEI functionality. (Thank you Kryptopyr for the Nexus find!) PRUFEI will protect items that are marked as a 'favorite' by removing them from the smelter/tanning rack menu. The Benefit: this will fix issues with smelting down 'equipped' left hand weapons The Drawbacks: reworking the recipes to add PRUFEI conditions while maintaining CCOR & IA7 features with working MCM toggles will take some time...at present its taking me about 90 seconds per recipe to add all the conditions.the smelter menu needs a few seconds to refresh -> allow the PRUFEI script to update following a change in favorite status on an item...exiting/re-opening the crafting station seems to fix this quickly.PRUFEI will be a required mod for the SRLE Crafting Patch to work.Other Notes: I'll be moving the deconstruction of leather & cloth items back to the default tanning rack vs. Frostfall's virtual crafting station in v09b. This will add some clutter to the tanning rack but will enable PRUFEI to work on these items. IF QC adds Frostfall to PRUFEI, I may revert this back to the Frostfall crafting station.
  10. Here is a crafting patch I made and am using in my personal SRLE build. It is a direct result of my tinkering around with SRLE and SkyRe's Reproccer. I will continue to improve it as I discover things that I'd like to see different. Feel free to use, modify, tweak to your own tastes. I use this patch with Smithing Perks Overhaul Remade and Updated by Kryptopyr with the New Skill Tree #2. SPO is not required but highly recommended. This is a patch of my own making. It is not endorsed or required by Neovalen or Kryptopyr. It is a file I thought I'd share with anyone else in the S.T.E.P. community who is interested. Please understand that I will update it as I see fit for my tastes. Tweak, change, share, recommend whatever you desire but please don't host this on an external site, or bombard Neovalen with questions. Ask them here and I'll do my best to answer them. IMPORTANT: This patch is built with a LOOT Load order. If you use BOSS, you should 'Sort Masters' on SRLE Crafting Patch_v##.esp via TES5. Its probably a good idea to check Wrye Bash anyway (even if using LOOT) to see if the patch shows masters reordered.While using LOOT, I'm finding that sorting masters on mods reported by Wrye Bash as having "masters reordered" appears to fix some crashes I was experiencing near NPC spawn points. There were a handful (4 mods I believe) that were orange. After resorting their masters in TES5, I haven't had any more crashes near these spawn locations (mainly on the roads in/around Whiterun). PRUFEI - Protection for Recipes Using Favorite and Equipped Items by Matthew R Karlsen -- quixoticynicIs a required mod. It must be installed for this patch to work. v09d and LOOT: Edit metadata so that SRLE Crafting Patch_v09d.esp Loads After CCO_Frostfall_Patch.esp. *I did not add CCO_Frostfall_Patch.esp as a master however SRLE Crafting Patch_v09d.esp now overwrites a few things in CCO_Frostfall_Patch.esp. Without it added as a master, LOOT incorrectly places SRLE Crafting Patch_v09d.esp before CCO_Frostfall_Patch.esp Dropbox link: SRLE Crafting Patch_v09d.esp The intent of this patch is to extend features from Kryptopyrs mods (CCOR, WAFR, CCF) and Hothtrooper's IA 7.1 to the mods that do not have them (IA7.1, OBIS, SIC, Wet and Cold, Frostfall, etc...). Balance items across all the SRLE mods for consistency and realism based on my preferences. If you dislike something, it should be fairly easy to change it in TES5. The masterlist of required .esp files is: Masters for SRLE Crafting Patch_v09d.esp: Version 09d includes:Cleaned up Smelter menu.v09d update: Cleaned up Tanning Rack menu (see changes below).The following recipes have been cleaned from the Tanning Rack menu with the MCM toggle in CCOR for Misc Accessories: -Child's Doll, Empty Waterskin, Separate: Backpack from *Amulet, Bandana, Bandana Tied The following recipes have been cleaned from the Tanning Rack menu by adding minimum item requirements (player must have at least 1 component in their inventory for the recipe to display in the menu): -Cleaned Pelt (Vale Deer Hide), Cleaned Pelt (Vale Sabre Cat Hide), Hide Lace (Cleaned Pelt) Changes carry weight for Backpacks and Huge Knapsacks to 150.v09d update: Inflated prices on 150 carry weight Backpacks should now be back to normal.Alters a handful of creation recipes to be consistent with breakdown recipes.Allows for recovery of Dragonbone and Dragonscale from more items.Removes breakdown of Daedric items.99.9% of all ARMO/WEAP items should now have a breakdown recipe with PRUFEI functionality. A few items have intentionally been excluded..(Bandages, etc..)Equipped protection for all ARMO/WEAP items is now enabled. Including left hand equipped items (see below).NOTE: Left hand equipped weapons MUST be marked as a 'favorite' or they will not be protected from the smelter. Also, if you dual-weild the same type weapon - e.g. 2 Steel Daggers (even if marked as a favorite) BOTH must be equipped or you may smelt one of them accidently. If you dual-weild two dis-similar weapons - e.g. 1 Steel Dagger and 1 Steel Axe, this is not an issue. The PRUFEI functionality will only protect 1 item in a stack of the <same> items that has been flagged as 'favorite'. Extends CCOR Learning to items from SIC that did not have them.NOTE: I did not add PRUFEI protection to these learning recipes. This means they will still breakdown at the FORGE for learning purposes regardless if they are marked as a favorite. The 'equipped' conditions still exist therefore when they are worn, they will not show up at the FORGE. I will look into adding PRUFEI protection to them in a future update. Tweaks the weight of Backpacks/Knapsacks/Pouches from Bandoliers, Bags, and Pouches, Wet and Cold, Frostfall to be more consistent. The changes are for a 10:1 carry ratio. In the CCOR MCM, I manually set small pouches to 5, medium to 10, large to 35, and extra large to 50 in-game.NOTE: the changes must be carried forward into the Bashed Patch,0.esp to take effect. (Open SRLE Crafting Patch_v##.esp in TES5 and open the Armor submenu. Look at the items in Red. Move the 'Weight' value from SRLE Crafting Patch_v##.esp to Bashed Patch,0.esp) Fixes a typo for 'Dawngaurd Light Armor with Sleeves' (item 0300F404) in WAFR v5-0. NOTE: the FULL-Name from SRLE Crafting Patch v##.esp needs to be carried foward into the Bashed Patch,0.esp.Flags 'Skaal Child's Boots' (item 3D00F061) as non-playable.Adds alternate breakdown recipes for some items (jewelry, some cloaks and hoods) to give the player a choice of which component to recover (e.g. necklace or gem, hood or helmet, animal pelts from cloaks)Fixes an error in CCOR for Sapphire Crafting Token (removed the weight) NOTE: the change must be carried forward into the Bashed Patch,0.espFuture Goals:-Add/Balance misc items & clutter breakdown recipes-Continually fix breakdown recipes as mods get updated/added to SRLE Side notes: I've recently installed a few additional mods to enhance the crafting experience and fix some issues that I have not attempted in this patch-Long Lost Smelters of Skyrim by Hyralux with optional download file - Long Lost Chopping Blocks of Skyrim (make a metadata rule to place long lost smelters AFTER long lost chopping blocks - fixes an issue in Dawnstar).I have not checked all the added smelters included with this mod. I wanted to try it because the optional file adds Firewood chopping blocks to Markarth. (it also adds one to Dawnstar..but there's already a working chopping block there) Blacksmith Storage Chests - Automatic Storage for Smithing Supplies by kryptopyrConveniently placed storage chests for Crafters. I'm using the Complete version without Carpenter chests. Some other gameplay mods that I've recently added to my SRLE build (but not patched for/by the SRLE crafting patch) - Stealth Skills Rebalanced - Sneak - Lockpicking - Pickpocket by kryptopyr Immersive Skyrim Thunder V6 by Wordeee Helgen Reborn by Mike Hancho aka Balok (with the beta vivid landscapes patch) Inconsequential NPCs by Ripple (with a tweaked master list for the enhancement module ... was a simple fix by removing the 1nivWICCloaks.esp as a master and adding 1nivWICCloaksCRAFT.esp in its place...works just fine with SRLE)
  11. Yep, should work just fine as it is built w/o SkyRe. Going to continue improving it as I can.
  12. No haven't tried that Thais but I don't think that will matter much -nor would a toggle to disable breakdown recipes- here's why: Many of those meltdown recipes it creates are needed for items introduced by SkyRe_Main...things like the crossbow variants, long & short bow variants, silver weapons, weapon types introduced by SkyRe. However, its also creating brand new recipes for existing items to add missing conditions (i.e. smithing perk requirements) rather than modifying the existing recipes. That means, all the CCOR fixes go without the SkyRe perks. On the other hand all the SkyRe recipes go without CCOR's features. And you end up with duplicate recipes all over the place, creation recipes, breakdown recipes, tempering recipes.....Its really a giant mess. All these patches, Gruffy's & Xathra's attempt to fix alot of stuff which they do, but its like they ignored the breakdown aspect of it. I'm starting to see the whole elephant, and what I thought was its leg turns out to be the toe. The thought of even attempting to replace SkyRe's smithing with something else (like SPO) is way more elephant than I'm willing or able to try eating. Maybe, just maybe, Raulfin will continue to work with the patches and eventually fix alot of the crafting issues. Currently they are juggling alot of mods for SkyRe..IA7, CCOR, WAFR, Frostfall, ...and many others not in SRLE. I'm at the end of the road though. I'm going to stick to SRLE standard with SPO Remade until Perkus Maximus makes its debut. Hopefully it will be modular and if there's a smithing module, lets hope its not so ambitious as SkyRe iteself. If it were somehow possible to pull the smithing/crafting out of SkyRe without breaking it, it would be a happy compromise for me.
  13. 1. Bad news: the reproccer is still making melt down recipes for items that already have them. Can see them in the constructible objects folder -- "REP_MELTDOWN_XXXX". Maybe there's an option in SUM for the Reproccer that can be toggled. 2. And, the crafting patch has Conflict resolution edits that will need to be made due to Post ReProccer Fixes CCOR IA7 aMidianSS Content Addon Patch on a handful of recipes. 3. Good news is: I figured out how to fix the missing master's on the SRLE Post ReProccer Armor Fix in Wrye Bash. Raulfin's patch is good. I just need to add the few fixes to Armor rating and such that were in Gimpyone's ICH comp patch which I left out of the post armor fix. This reproccer is a real pain in the arse. Oh, and I'm not sure whats up with GitHub.. not letting me download my own files rofl. Maybe its time to check out drop box. So my apologies if you can't get the files downloaded. Will try to fix that tomorrow. Ahhhh, its late and I'm tired... So, it seems GitHub now delivers everything uploaded in a zip file..LMAO. Honestly I think I like DropBox for its simplicity.
  14. Ah buggar, Github is acting funny. Can't seem to download the files there. Anyway, my SRLE Post ReProccer Armor Fix.esp is missing master's too as a result of the merged ich file in WAF 5.0. I'll have to see what I can do to fix it.
  15. Thais, have you loaded up and tested Raulfin's patch? I see the missing master's you mentioned in Gimpyone's version. Going to install Raulfins and see how it looks in TES5. If it is working good, I'll add the dropbox link to the front page and note it is from Raulfin. Edit: Bah..MO hung on me with his FOMOD. I installed it manually in MO. Edit 2: It looks great to me from TES5 standpoint. Should be good to go. Saw this tonight too when looking through all of Xathra's files: Improved Closefaced helmets with Circlets - legendary edition by emieri00 Wondering if this might fix some of the Helmet issues from comment #3. May give it a shot tomorrow and take a look if I get SkyRe turned on tonight. P.S. I'm not interested in making circlets wearable with helmets, but if it fixes the display issues it may be worth it.
  16. No problems with the CCO Remade update 1-5. Everything looks good with the Crafting Patch. Going to see what I can do with SkyRe tonight, not sure how far I'll get but I don't want to mess with the Crafting Patch at the moment. (Updating the equipped check will take some time because it means adding two conditions to every breakdown recipe that already exists). I'll have to turn off SPO Remade and Updated..:( for SkyRe
  17. Thais, I went ahead and checked load order in BOSS with Neo's BUM rules. What I ended up with shows me the last master in a BOSS load order looks to be: aMidianBorn_ContentAddon.esp So in BUM you would want a rule that looks like this: SRLE Crafting Patch_v09.esp AFTER aMidianBorn_ContentAddon.esp Having said that, you should probably sort the masters on SRLE Crafting Patch_v09.esp in TES5 if using BOSS. The patch uploaded to github is based on a LOOT load order so the masters will be out of order.
  18. No, if using LOOT it will sort itself. If using BOSS, look at the masters required list on the front page. Make sure the Crafting Patch goes AFTER whichever one of those .esp(s) is last in your load order. This is to patch crafting before the reproccer even touches things. The reproccer doesn't work very well with building recipes, so my intent with this patch is to hopefully tell the reproccer that it doesn't have to create recipes for the items covered by the patch. In my case with the LOOT load order, the last one is 1nivWICCloaksCRAFT.esp. Edit: What the heck is up with the Nexus lately...gah.. Can't get the CCO Remade downloaded to see if the crafting patch needs any fixes.
  19. Excellent, thanks Thais. I got more done on the crafting patch but did not get a chance to work with SkyRe yet. Had a rash of badluck with hardware lately...this afternoon my 2 x water pumps finally gave up the ghost. Now everything is hooked up to a temporary pond pump from Lowe's! (LOL..) until I can replace my water pumps anyway. So Crafting patch v09 is up on the github. It moves all leather and cloth deconstruction off of the tanning rack and places it on to the Frostfall virtual tanning rack. To access it, make sure you set hotkeys for the survival crafting in Frostfalls MCM. I also moved several items that were deconstructing into hide/leather materials that were appearing on the Smelter menu. (These were items from Immersive Armors and the MCM options would not allow me to change it from the smelter to the tanning rack so I had to do it manually.) This update cleans up the Skyrim tanning rack menu without having to constantly change MCM options to declutter. With the holiday coming up, I don't know how much I'll get done this week until after the 4th...Let me know if you try the crafting patch and what you think of it. Edit: I'm getting close to finishing this crafting patch.. the main thing left that I want to accomplish with it is adding "equipped" checks to all the breakdown recipes that don't have it and tweaking the 1 hand weapon recipes for duel-weild characters.
  20. I like the New perk tree #2. Looks like SPO Remade & Updated has been updated too...on 20 June.
  21. Beta Crafting Patch is on my Github (see front page). I'll be updating my notes over the weekend as I try turning SkyRe back on with a 27 JUN build of SRLE.
  22. Omg man, thank you for adding the link to your SR Conflict Resolution.esp! I just updated my build (from 24 May to current) and am really glad there's a link to that file now. I wasn't able to DL the new version of MO, in fact I'm still on 1.1.2, hopefully thats not an issue. With all the issues being posted about 1.2.6, I'm holding out for a bit before updating MO.
  23. No problem, looking at the 22 April BOSS load order I see: OBIS Skyre Enemy Scaling Patch.esp AFTER OBISDB.esp Post ReProccer Fixes OBIS Patch.esp AFTER ReProccer.esp and the ICH Skyre Compatibility Patch.esp AFTER BCS - CCOR Patch.esp I'm not sure if thats what you are looking for. I am starting to update my SRLE build tonight to get caught up with Neo's guide. There is alot of new information he's added..merging esp(s) and new mods. It may take me a day or two to digest it and get my build current. Once its caught up, I'll do a quick test with all the SkyRe patches from here and see what needs fixing so I can update the front page. Hopefully by this weekend I can give you more info.
  24. I hear ya' Thai. I can't promise an update to the front page soon.. but I will add it to my list of things to do. As for the stats.xml, this crafting patch won't make a bit of difference with item 'stats'. The reproccer also does recipes but from what I have experienced so far, it does not get them all. How this upcoming crafting patch will affect that is an unknown (hopefully for the better). You should use whichever stats.xml you prefer. Again, you may have to add the tweaks for OBIS shields if you want them balanced. If you use Xathra's/Raulfin's version as opposed to xxSSTHxx's version, you should probably leave out the tweaks to dragonplate/scale, daedric, and bucklers that I posted. Its been a good while since I looked at Gimpyone's patches. It may mean rebuilding them if there are missing masters. They are fairly small in size (much smaller than the Conflict Resolution guide requires us to build for SRLE). When I get a chance, I will look at them and see what I can do but I can't promise it will be soon. I'm very much sitting on the fence right now about continuing with Skyrim Redone in my personal build. Reason being is Perkus Maximus (basically SkyRe 2.0) is in the works and from the sounds of it, will be more modular and less intrusive. I'm not abandoning ship yet, but my focus has been modifying crafting in SRLE to feed my crafting habit. The other reason is I have gotten attached to SPO by Kryptopyr. It makes the rest of Kryptopyr's mods work that much better (particularly with the crafting menus and setup/layout of the skill tree). The more work I do on this crafting patch, the more ideas I get on how I would change things. In fact, I'm toying with the idea of removing deconstruction of leather & cloth from the tanning station to an "un-named" workstation. Frostfall has a built in virtual tanning rack when you bring up the survival skills menu and select "craft item". This appeals to me because the tanning rack as it currently stands is serving two functions creation and deconstruction..whereas the smelter and forge are split. Even with the MCM options the menu is still a bit too cluttered for me. It also requires changing settings during gameplay when I want to alter the menu. Frostfall's virtual tanning rack is clean, fairly simple to implement and removes the need for building a "new workstation" and the issues that come with that. For me, its not really immersion breaking. To shred/disassemble leather or cloth, all you really need is a knife and maybe a hard surface (stump/stone) to lay the item on or you could hook/nail it to a tree.
  25. Alright, I finally completed the patch. I've been testing it to fix stuff I missed or messed up. I have a few more items (12 or so) to look at tonight then I'm going to put it to the test by updating my SRLE build and seeing if it works. If its working as intended I'll put it up in the github to share. I looked at WAF 5.0 notes and am hoping EDID's didn't change. This patch doesn't pull references from WAF anyhow, so I don't think it will have an impact on the patch itself but I won't know for sure until I get WAF 5.0 installed. Any new items added by WAF will have the right recipes so its highly unlikely I'll need to make any changes to this patch. It sounds like WAF 5.0 requires some SR Conflict reso additions to bring forward keywords and names though. Here are the mods required as masters: Masters for SRLE Crafting Patch_v06.esp: There are alot of new Breakdown recipes (a little over 1000). A handful of changes to a few existing creation recipes (15 to 20 or so) - to either clean up the smelter menu, compensate for the new breakdown recipe, or enable functionality that was disabled. The patch currently covers all ARMO & WEAP records from SRLE that did not breakdown during testing. I probably created some breakdown recipes for items that are not intended for play...a few are in this batch I need to check tonight. Some are obvious when looking at their models in game and in TES5Edit when clicking on the 'referenced by' tab. There simply is stuff in the records that are remnants of items that are in developement or are leftovers from things that didn't work out. I have not gone through items that breakdown properly (in other words that I did not test working breakdown recipes or alter them in this patch) primarily to see if they have the 'equipped' conditions check functionality. That list may be pretty big, but if it isn't too overwhelming I may be able to add them to the patch in a few days. Speaking of condition checks, I altered the equipped check for 1 handed weapons so that a duel weilding character will not smelt down their equipped weapons. A side effect of this: to smeltdown a 1 hand weapon the character must have 3 of them IF 1 OR 2 are equipped. So if you have 3 daggers and you want to smeltdown 2 of them, you will have to unequip that dagger(s) for it to show up at the smelter.
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