and armor smith

by Kragarth·v0.9.·Updated 2019-10-29

Separate blacksmithing skills into weapons and armor, rather than light and heavy.

Screenshots 3 screenshots

About this mod Machine translation

Separate blacksmithing skills into weapons and armor, rather than light and heavy.

This mod reorganizes the vanilla forging perks so that all weapon recipes are learned from the left side of the tree, and all armor recipes are learned from the right side of the tree. These branches also gradually increase weapon/armor bonuses without regard to materials. As an added bonus, the change to tempering naturally addresses all of the issues where certain improveable weapons and armor don't have tempering perks associated with them.

Features/Changes

The perk tree looks more like an anvil.

Apprentice Smithing has access to steel weapon and armor recipes. Tempering bonuses are no longer available.

The left side of the forging tree is now the Journeyman/Adept/Master/Grandmaster weapon forging, which allows you to progressively craft better weapons and gain an additional 25/50/75/100% temper on the weapon.

The right side of the forging tree is now the Journeyman/Adept/Master/Grandmaster armor forging, which allows you to craft better armor over time and increases your armor by an additional 25/50/75/100%.

Tempering bonuses are no longer tied to materials, "fixing" an issue where certain items were unable to receive double tempering bonuses.

Level requirements added to provide full progression, generally providing better recipes every 10 levels:

Weapon progress

Iron (no requirement)

Steel (Apprenticeship)

Orc (Journeyman level 30)

Dwarf (Traveler level 40)

Elf (expert level 50)

Skyforge and Nordic (Level 60 Expert)

Glass (Master Level 70)

Ebony and Stalim (Master Level 80)

Dedrick (Master's Level 90)

Dragon Bone (Grandmaster 100)

Armor Progress

Hide & Iron (no requirement)

Studs, Empire and Ancient Nords (Apprentice)

Iron Fist Band (Apprentice or Level 25)

Leather and Steel (Apprentice and 25 Years Old)

Elves and Bonomod (The Traveler)

Gilt and chitin lamp (Journeyman 50)

Scale and chitin weight (skilled)

Elven Gilded and Norse Heavy (Expert Level 60)

Glass and Orcs (Master)

Ebony (Master Level 80)

Dragon Board and Steadfast Light (Master Level 90)

Stalim Heavy (Master 95)

Dragonscale & Diedric (Grandmaster)

Jewelry also has level (but no perk) requirements, ranging from a basic silver ring (no requirement) to a gem-encrusted gold necklace (level 60).

Master/Grandmaster skills can provide a 25/50% bonus to the opposite branch, capped at 100%, if you have at least the Journeyman skill on the other side. For example, Grandmaster Weaponsmith + Journeyman Armorsmith can summon weapons at 100% speed and armor at 75% speed. Weapon Master Smith + Armor Master Smith can temper both weapons and armor 100% at the same time. This allows you to get the full temper bonus for 7 extra cost, but if you also want to be able to craft the best gear and best armor, you still have to spend 9 extra cost.

Added Skyforge weapon recipe.

If you also want to sort recipes by weapon and armor type, check out my Smithing Menu Module.

Compatibility and load order

This mod changes the vanilla blacksmith's perks, weapon recipes, and armor recipes. Load this mod after other mods that change weapon/armor recipes.

This mod is compatible with mods that modify existing weapons and armor (but not their recipes).

This mod is compatible with mods that add non-crafted weapons and armor.

Mods that add custom craftable weapons and armor require merged patches. Otherwise, you might find armor recipes in the weapon tree and vice versa. You are welcome to make and release patches for any mods you use.

This mod is compatible with USSEP. USSEP made two changes to the Blacksmith perk to fix bugs with tempering. Do not forward or patch these changes. This mod, as part of its core functionality, solves the same problem in an alternative way.

Questions, comments and suggestions are welcome.

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This mod reorganizes the vanilla smithing perks so that all weapon recipes are learned from the left side of the tree and all armor recipes are learne …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
武器和盔甲史密斯
File size
6.2 KiB
SHA-256
2468cfbc3dc92298326d0a9c05f48cc9e094b7edd382444035bcf0827a77c355
Stored at
2026-10-09 11:55