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).
Is 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
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 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):
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.esp
-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)
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)
Question
ipmlj
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)
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'.
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.
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)
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)
Conveniently 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)
Edited by ipmlj10 answers to this question
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