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How to add recipe and temper into armor and weapon


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It often happens that we cannot improve armor or temper a weapon regardless of the enchantment contained or even if it was without enchantment

 

Below, how to add the ability to temper  and upgrade armor with the Blacksmith where it is not possible to do so

 

Required for this operation: TES5Edit

 

Method

 

Start the program and, when the Plugins list appears, right click and select NONE . Activate only the reinforcement concerned, click on OK

 

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Right click on the armature and select ADD COBJ Constructible Object

 

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Right click on the Constructible Object  and select ADD COBJ Constructible Object

 

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Compilation

 

Extend the Armature menu to view the various IDs

 

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Right click on the ID Editor and select ADD

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Right click on the added part and select EDIT, compile as you like. Since this is a step to be repeated, the first part must contain the word Recipe

 

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Right click on Items and select ADD

 

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Double click on the added object to access the selection menu. Keep in mind the type of armor you are going to modify. Everything must have a certain logic. For example, if it is a metal armor, logically, it will have to contain ingots. You can put the ones you prefer . In the example, since it is a one-piece swimsuit, the metal addition is out of logic, simple leather will suffice . To add the quantity of material needed, double click on Count and modify the quantity as desired

 

Spoiler

 

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Right click on CNAM-Create Object and select ADD

 

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Right click on NULL Reference and select Edit . For the compilation, it is enough to report only the identification ID

 

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Right click on BNAM- WorkBench Keywords and select ADD . Double click on NULL Reference, SHIFT + C and select Crafting Smithing Forge 

 

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Right click on NAM1-Created Object Count and select ADD . Double click on the number and select 1

 

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Improve magic armor and weapon

 

This operation is not very different from the previous one. Here too, as before, we should add the OBJ . Once the OBJ has been added, the ID must be renamed with the word Temper . The rest of the process remains the same. The only variable is adding the Conditions . To add Conditions, right click on Conditions and select ADD. Repeat the Step for as many conditions as you want to add . Then, repeat the same steps by changing the ID by replacing the word Recipe with Temper. Under BNAM -Workbench, we will insert CraftingSmithingArmorTable [KYWD:000ADB78]

 

After the process we add the conditions: 

 

Conditions 0 

Right click into Conditions and select ADD 

Double click into Function and select EPTemperingItemIsEnchanted

Double click into Unused and fill in with 54 00

 

Conditions 1 

Double click into Funciton , SHIFT+H and select Has Perk

Double click into Unused and fill in with 54 00

Double click into Perk, SHIFT + A and select ArcaneBlacksmith "Forgiatura arcana" [PERK:0005218E]

CNAM-Created Object , right click and select ADD , right click into NULL Reference, select EDIT and insert ID Armor 

DNAM-Workbench Keywords  Right click , select ADD , right click into NULL Reference, select EDIT and insert 

CraftingSmithingArmorTable [KYWD:000ADB78]

NAM1 - Create Object Num    Right click , select ADD , double click into number and write 1

 

 

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Link to comment

Thanks though to be honest I would just cheat my arse off and grab the xedit scripts from here to make temperable and craftable https://www.nexusmods.com/skyrimspecialedition/users/2722124?tab=user+files

 

Though the site is for sse they do work on le.  Even a script to generate enchanted versions as well.

 

And I found these scripts some time after I went through the entire luxury collection, adding crafting and tempering recipes to it myself, though if you can get the le ck to work that is much easier to use for this sort of things, as half the information you want is simply copy and paste in it.

Link to comment
1 hour ago, Varithina said:

ou can get the le ck to work that is much easier

The problem is that my PC, CK doesn't digest it :cold_sweat:  From this problem, the manipulation of Plugins with TES5Edit

 

1 hour ago, Varithina said:

Thanks though to be honest I would just cheat my arse off and grab the xedit scripts from here to make temperable and craftable

 

No problem. Only one requirement: remember me :mrgreen: 

 

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