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Advanced Crafting SE (Randomised Stats) version 0.5.1 WIP


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Posted

Advanced Crafting SE (Randomised Stats) version 0.5.1 WIP


Craft armour and weapons with random stats, like in modern RPG.

LE version available here

 

Warning: Mod is in Work in Progress state.

 

Description

 

Adds randomised base stats (Armor rating, Damage, etc.) to crafted armour and weapons, like in modern RPGs. Kinda... Higher skills will result in better stats for crafted equipment. Supports vanilla Skyrims armour and weapons. Mods that add new craftable equipment must be patched using a provided SSEEdit script. Supported armour has a " AC" suffix in item name in crafting menu. For example ,"Iron Dagger (AC)".

 

How does it work?

 

Normally, changing stats of a specific crafted armour is impossible, as all instances of this armour are connected to so called "Base Form" and share its stats. It is possible to edit stats of Base Form using Papyrus functions, but the changes will affect all instances of said Base Form. For example, if we edit the Damage stat of an Iron Dagger, the changes will apply to ALL Iron Daggers in the game - crafted, the ones NPC are holding or those that lay in chests. So how do we overcome this? Advanced Crafting creates Duplicates (or clones) of every craftable armour and weapon in the game and assigns them different stats. When you craft, one of the Duplicates will be added to your inventory instead. The higher your skills are - the higher the chance to get a Duplicate with better stats. So, this mod does not add "Randomised Stats" in the literal sense, but provides similar results. Duplicates are written directly into esp/esm plugins, no custom SKSE plugins needed.

 

Armor/Weapon tiers

 

Duplicated items are divided into 8 tiers. Tiers can be seen in items displayed names - "Iron Dagger (Awful)" or "Elven Boots (Outstanding)". Crafted item tier depends on several factors: Smithing Skill (Great influence), Armor or Weapon Skill corresponding to the crafted item (Mild influence) and the number or times this item was crafted before (Low influence). Tier 8 (Legendary) equipment gives owner passive buffs (+50 Health, +25% Damage to Bows, etc). All duplicated items can be enchanted and tempered if the original version allows it.

 

Tier 1 - Awful;

Tier 2 - Bad;

Tier 3 - Decent;

Tier 4 - Normal;

Tier 5 - Good;

Tier 6 - Outstanding;

Tier 7 - Excellent;

Tier 8 - Legendary;

 

Requirements

 

1) Dawnguard.esm, HearthFires.esm, Dragonborn.esm;

2) DLCs needed by USSEP - ccBGSSSE001-Fish.esm, ccQDRSSE001-SurvivalMode.esl, ccBGSSSE037-Curios.esl, ccBGSSSE025-AdvDSGS.esm;

3) SKSE (latest version);

4) Unofficial Skyrim Special Edition Patch;

5) PapyrusUtilAE;

6) (Optional) SSEEdit - Will be needed to patch armour mods.

 

Compatibilities 

 

Advanced Crafting creates copies of available armour/weapons and changes the original item crafting recipe so that that you would craft a Duplicate instead of vanilla item. If you are running a crafting overhaul mod like "Complete Crafting Overhaul Remastered" or any other mod that changes vanilla crafting recipes, it might override changes done AC which could result if AC Duplicates now showing up in crafting menu, or multiple versions of the same item appearing with different item requirements. If it happens, it is possible to patch the incompatible mod using a SSEEdit script (instruction below). The script will try detect changes done by other mods to vanilla items and update AC Duplicates accordingly. The script was tested on "Complete Crafting Overhaul Remastered" and should cause no issues there.

 

Patching armour/weapon mods

 

By default Advanced Crafting supports only vanilla and DLC items. Mods that add new craftable armour/weapons must be patched by running a custom script using SSEEdit (https://www.nexusmods.com/skyrimspecialedition/mods/164).

 

Warning: Patching will apply irreversible changes to esp/esm plugin. It is advisable to make a backup copy of the mod you want to patch before proceeding.

 

_AdvancedCrafting_PatchMod 1.1.7z

 

Patching Instructions

 

1) Install SSEEdit and put _AdvancedCrafting_PatchMod.pas file (from the .7z archive above) into "Edit Scripts" folder.

2) Open SSEEdit application and in mod list select "LRG Advanced Crafting.esm" and the mod you want to patch. Press OK to load selected mods. Press OK if application asks what mod groups do you want to load.

3) Right click on the mod you want to patch and select "Apply Script...".

4) In the opened window select "_AdvancedCrafting_PatchMod" and click OK. The script will create Duplicates and crafting/tempering recipes for every craftable armour/weapon in the mod.

5) Once script finishes save changes (symbol with 3 horizontal lines in upper left corner).

6) If patching process was successful you should see a " (AC)" suffix added to your items in crafting menu.

 


  • Submitter
  • Submitted
    07/10/2025
  • Category
  • Requirements
    Dawnguard.esm, HearthFires.esm, Dragonborn.esm, Unofficial Skyrim Special Edition Patch and its requirements, SKSE, PapyrusUtil AE, (Optional) SSEEdit.
  • Regular Edition Compatible
    No
  • Install Instructions

    Install like any other mod.

     

    Requirements

     

    1) Dawnguard.esm, HearthFires.esm, Dragonborn.esm;

    2) DLCs needed by USSEP - ccBGSSSE001-Fish.esm, ccQDRSSE001-SurvivalMode.esl, ccBGSSSE037-Curios.esl, ccBGSSSE025-AdvDSGS.esm;

    3) SKSE (latest version);

    4) Unofficial Skyrim Special Edition Patch;

    5) PapyrusUtilAE;

    6) (Optional) SSEEdit - Will be needed to patch armour mods.

 

Posted

If I can't make a "Iron Dagger" I can't complete the crafting quest from blacksmiths. or at least it wont go on with the quest with a Iron Dagger (AC) or Awful or w/e name it gives. is there a work around for this or should I just ignore that quest? lol

Posted
18 hours ago, pingbi146 said:

Hey!
This seems cool as hell.
I do wonder if the extra stat buffs can be removed via an MCM?
Do they apply as an enchantment, or is it intrinsic?

 

Do you mean the buffs from legendary (8-tier) armour? They are applied via a spell when you equip said armour. And removed after unequipping. Legendary armour/weapons can be enchanted and tempered as usual.

 

11 hours ago, bobjimfred said:

If I can't make a "Iron Dagger" I can't complete the crafting quest from blacksmiths. or at least it wont go on with the quest with a Iron Dagger (AC) or Awful or w/e name it gives. is there a work around for this or should I just ignore that quest? lol

 

I got you! You can temporary disable AC recipes from showing up by visiting Advanced Crafting MCM / "General" and clicking on "Disable Advanced Crafting". It won't terminate the mod itself, but will let you craft origin/vanilla items, like Iron Dagger needed for Blacksmith tutorial quest. Once you want to craft AC Duplicates again just unselect this option.

Posted
7 hours ago, AndrewLRG said:

 

Do you mean the buffs from legendary (8-tier) armour? They are applied via a spell when you equip said armour. And removed after unequipping. Legendary armour/weapons can be enchanted and tempered as usual.

 

Can this system be disabled in any way? Or will it always happen with T8 armour?

Posted
20 hours ago, pingbi146 said:

 

Can this system be disabled in any way? Or will it always happen with T8 armour?

 

At present Tier 8 buffs can't be disabled. But the process is handled by a simple Papyrus script, it's easy to change it. May I ask why would you want to remove these buffs? Too OP? Not working correctly?

Posted

Just doesn't fit with my playstyle, I prefer a difficult time, and the armour buffs are already enough, getting stat buffs on top of that seems a bit much
Obv this is a personal preference

Posted
1 hour ago, pingbi146 said:

Just doesn't fit with my playstyle, I prefer a difficult time, and the armour buffs are already enough, getting stat buffs on top of that seems a bit much
Obv this is a personal preference

 

Good point. I'll add an option do remove buffs from legendary items in the next update. Appreciate the feedback!

Posted

any chance the script can run on more then 1 plugin. On a large list that I want to craft stuff with "Randomized" stats takes so long to apply script to all of crafted items?

Posted
22 hours ago, bobjimfred said:

any chance the script can run on more then 1 plugin. On a large list that I want to craft stuff with "Randomized" stats takes so long to apply script to all of crafted items?

 

I'll add the ability to patch multiple plugins in the next patch. Please report any errors you might encounter and don't forget to make a backup copy of your plugins. The patching process can be lengthy - script performs a lot of checks on modded armour stats and other properties, compares and picks which armour override should it use, updates existing Duplicates, etc... Everything I've encountered myself while testing.

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