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Thanks for modding to the creator. If you could, maybe consider making one for all the other major perk areas like Serv did, but with the challenge of finding the various books. Id suggest doing it only with crafting perk areas tho, like Alchemy and Enchanting.
:(
Think i will go ahead and give it a subcribe. Seems to be a promising mod, and that cleared up most all questions or thoughts (the one on skills kinda gained it's answer when rereading again. Skill levels are still needed to actually make some of the items.).
Good work again for doing this in a way that was balanced, yet effective. Now i can throw those perks into using the stuff i make.
If you do have the dragonborn add-on, you could use the option provided at the end of its main quest line to regain your perk points. Otherwise, making smithing legendary will also return all perk points (even the ones that you got by reading the books, I know that's a bit of cheating, but this mod was started before the legendary option, and I have yet to find a way to prevent this exploit.)
What this mod does NOT do is changing the increases of tempering and the factor provided by the material perks (x2), nor does it change the XP-gain for smithing, tempering, smelting etc.
I did not have the feeling that the base game's scaling was that way off.
I would look into this myself, but i do have a few questions primarily leaning towards the matter of wether or not smithing skill does anything at all anymore, like perhaps increasing the quality (as i have already inserted mods which add leather tanning and ore smelting xp)... but also on wether or not existing spent perks are returned for reallocation.
Would love to know, because i always thought the notion of throwing out level upon level just to figure out how to throw a few chunks of metal in a blast furnace was stupid, and i would readily give this a go if i knew. It seems just right on the surface: learning techniques for smiting is not effortless, but it isn't a crawl either.