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Forteverum

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Everything posted by Forteverum

  1. Not before many other scheduled updates. To go through and fit every circlet to Khajiit and Argonian heads isn't really a good tradeoff in time, given the small number of players for these races. Even to go through and fit necklaces to another body type than CBBE would be a more worthwhile expenditure of time in terms of players whom it would benefit. I do intend to fit the necklaces to males at some time, however.
  2. Pendeloque is a cut of gem. It's a 3D pear cut for pendants. Yes, Khajiit and Argonians have weird shaped heads and so there do not exist models for all of them created by the jewelry authors.
  3. Oh no, there's no incompatibility at all with CACO. In fact, we're even talking about any extra minor bonus compatibility such as having the black pearls added by CACO be used as components to make the IJ black pearl necklaces.
  4. Oh, thank you very much.
  5. So of course you wanted the .esp from the update, which is 1.03, and everything else that's in the 1+ GB file. If you had tried your game with the 1.03 esp activated and simply couldn't see your meshes and textures, there's no need to rerun your Bashed Patch. The game will now simply be able to find the textures and meshes it couldn't before.
  6. Well did you only download the update and not the main file?
  7. No, you probably won't notice, to be honest. Necklaces are less than a third of the jewelry in the mod, and of those that only fit females, when it says "looks best with CBBE" it doesn't mean it won't look passable with UNP. The body part in question is the central breast bone, and while there is a big difference between the breast bone of vanilla and either UNP and CBBE, as far as that one body part goes, there isn't much difference between CBBE and UNP. I really doubt you'll notice.
  8. I've updated the mod with patches for both Wintermyst and Perkus Maximus. The Wintermyst Patch applies the Wintermyst enchantments to all the diverse Immersive Jewelry items and properly places them in the right cultural treasure chests (Nordic, Forsworn, or Dwemer), both of which the regular Wintermyst Patcher cannot do. It also incorporates Wintermyst enchantments into the bending feature for gem and metal type that is part of Immersive Jewelry. Most people cannot get through the Patchus Maximus process without a null.lang exception error because of the amount of items in Immersive Jewelry. The Perkus Maximus patch can be placed after a completed PatchusMaximus.esp that was finished without Immersive Jewelry being loaded, and will do all the same things as the Wintermyst patch.
  9. I agree with Sparrowprince, and on top of the randomized quests, it takes the need to interact with NPC quest givers away, which is the one element that made the randomization immersive. I do like the inessential noteboard, though, especially when he updates it with all the notes from the community.
  10. No, load order doesn't even matter. It just means that you can't wear both of those items at the same time, because each will kick the other out of the slot. So if while you're playing you only have/find one of them that uses that slot, you won't notice.
  11. That's right, it's Return of the Twink. And no, I guess you wouldn't really have any benefit from Exchange Currency's banknotes if you had infinite gold weight - except for one thing: with Exchange Currency you can use gold and silver bars and ingots as legal tender, getting the full value for them on trade in, so that you don't have to sell them.
  12. Alternating iambic pentameter - 15/10 abab, cause it's a ballad! Oh well, just trying to say that it's not meant to be intimidating, but engrossing. There's a sort of unstated rule of thumb about not messing with load order during playthroughs anyway!
  13. Only one script actually: IJGeomancy.pex. I could even bundle a separate download without the script if people strictly wanted the vanilla experience - or, of course, make it an MCM toggle. Speaking of lore, though, I'd like to point out the ballad I wrote called "The Five Humours of Y'ffre", and "The Archidoxes of Talismata", the astrological book explaining the Aedras' patronage over metals, which explain the enchanting system in a very lore friendly way. If Coin Replacer redux makes the dungeons lore friendly, then the sense of folklore added to gems and metals hopefully does too. And yes, the IJRingSwap.pex manages the left and right hand swapping. Coincidentally, the last poster, CDCooley, is the one that made it work.
  14. If it's really true that these are the only reasons you haven't used it, then simply use the twink version of the .esp with no coin and ingot weight, and delete one of the two scripts from the folder. The script in question is "IJGeomancy.pex"; the other is our "IJRingSwap.pex". All that will remain is the levelled lists and placed jewelry in all its variation. What I did was make enchanting more like vanilla alchemy, but from what you've just said it sounds like you like neither vanilla enchanting, vanilla alchemy, nor Immersive Jewelry enchanting.
  15. It's supposed to be like alchemy, where you experiment and learn throughout the course of a playthrough. You never thought alchemy was something you didn't have time for, and would be better with a system where you just made potions instantly, did you? The way enchantment is in vanilla, the way to get good effects is to simply grind them - you can just enchant iron daggers over and over again. With this system, if you use the right combination, you don't have to be such a master enchanter, so you don't have to grind. To ease the burden of "checking" all the possibilities, though, you can find recipes at the alchemy shops, just like with potions. They also drop on warlock and forsworn characters sometimes. Of course, you can also learn from the enchanted jewelry items you find - they're always a good example of a fruitful combination. Then of course, there's the two lorebooks that explain them all comprehensively. I wrote the second one entirely in rhyming verse, you know. Not only have I given you a way to find and explain the enchanting system for yourself all in one, but I went to the trouble of making it rhyme and have meter, for gods sake. lol What more would one have to do?
  16. lol Wait a minute, the point isn't that you're supposed to craft all these things. The point is that you never know what you're gonna find out in the world, and will still be finding new things in new playthroughs. Loot is what dungeon crawling all about, so it should be interesting loot. As far as the crafting menu goes, in addition to CCOR's toggles, you can only craft pieces based on what kind of gem you have in your inventory, so it is very like what you're suggesting. Plus, every gem mineral appears in 5 sizes, so if you're only holding one of those sizes in your inventory, you're only seeing 20% of what you can craft out of a particular gem. Add to that the fact that there are perk and quest requirements to these things too, and it's very manageable.
  17. Techangel is basically right, but it's more than that. The mod isn't about "jewelry" per se, but "jewelry-as-treasure". Part of assigning value to objects is the ratio of value to weight. The diversity of new items are made of many different materials, and these different materials also have many different properties including value, enchantment tendencies, and weight. It's not just a jewelry mod, it's an immersion mod, and the immersion it adds is specifically related to what the character ought to desire and prefer in looting. (other than the different jewelry in different cultures' dungeons) The assignment of a weight of .01 to a septim is not at all an arbitrary thing that was assigned to the coin willy nilly, but something with a specific purpose. There are 4200 pieces of jewelry added by Immersive Jewelry, and the weight of every single piece is accurate in proportion to its composition against the weight of a septim. I did this by hand for every piece based on its recipe, in addition to calculating its value the same way. This is explained in a long article that is posted at the mod's Nexus site called "How I arrived at Ingot Weights": https://www.nexusmods.com/skyrim/articles/50115/? To summarize the article, it basically states that, taking 500 septims with a weight of .01 "feathers" and a value of "1", then you have a pile of 500 septim coins with a weight of 5. Taking the value of gold (in CCOR) and the value of copper, and using chemistry to calculate the weight by mass if those septims are only 40% gold and 60% copper, you arrive at a gold bar that weighs 2.954 Skyrim "feathers", and a bar and a half of copper. Immersive Jewelry replaces this gold bar with a smaller palm sized mesh for realism and to make gold seem more valuable. The old forearm sized mesh is used for a 10x size (and value) quantity which appears in all the old places in the world that a gold ingot was supposed to be a good reward, like the pirate treasures or the hold of the Blackblood marauders. Via the proportions of atomic density, this also allows you to calculate that an iron bar weighs 1.2 feathers, which is reasonably close to vanilla. In fact, using atomic density proportions for every element, we can arrive at weights for silver, copper and malachite as well. The mod gives quicksilver the atomic density of zinc for this calculation, orichalcum that of lead, and moonstone that of feldspar (orthoclase moonstone). Since bars can make 4 rings each, you end up with quicksilver rings of .25, silver rings of .40, and gold rings of .75, which is not only reasonably close to vanilla, but manages to be justifiably consistent throughout - especially when the weight/value ratio of these objects when appearing as loot is matched against the player's carried septims. The result is that gold and silver things are more valuable when of large mass, but not necessarily when of small mass, where ebony and elven things can shine. The point was to fix game problems like too much endgame gold and meaningless value of gold ingots. If playing with limited carry weight mods, the mod was intended to give incentive to players to loot jewelry rather than clutter. If using the Exchange Currency mod that was designed to work with Immersive Jewelry, it gives incentive to prefer carrying notes over bullion, and bullion over coins. Hunting for jewelry and true "treasure" justifies the suicidal risk of venturing into ancient crypts that stacks of bloody "hide armor" and 100 septim gold bars do not. The mod adds an ingame lore book from a fictional imperial goldsmith's guild that explains how the value of every piece of jewelry can be appraised to the exact septim. Of course, if the intended sense of continuity and "realism" that the mod tries to create with the above calculations isn't as important as the player's sense of convenience when playing, one can just download the .esp of the mod that doesn't have coin weight or specially weighted ingots.
  18. -which it certainly does have by taking advantage of several of CCOR's features, the most important of which is CCOR's toggle to deactivate certain recipes from showing in the crafting menu. Further, every jewelry piece is tagged with CCOR's keyword to alter enchantment strength based on value. Finally, the forsworn weapons it adds are tagged to work with the "learn to craft" feature that CCOR has, which is done by breaking down forsworn equipment.
  19. My thanks to those who have been discussing this mod. Let me point out in response to the above poster that while there is a conflict with the default Dual Sheath Redux settings because of the use of three left handed slots for rings and bracelets, there is a guide posted on the front page that suggests alternate slots that can be used with Dual Sheath Redux and helps to avoid conflicts with other popular mods' slot choices when making replacement choices. Immersive Jewelry does have features of an economy overhaul when used with other mods like Exchange Currency, Investment Price Config, etc., but for those less interested in this aspect there is a "twink version" that does not add weight to coins or realistically alter ingot weights. The mod continues to be developed and presently I'm working on a patch for Wintermyst so that the variety of jewelry added is seen in Wintermyst enchanted varieties and with the swapping left hand ring function. Since I have always been a user of STEP since 2012, I would be interested in what the mod might need to become a part of STEP.
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