V.6 is here, with Bogus gear and six more blacksmiths added. (.6.1: Fixed oversight where Brass Gauntlets recipe would instead give Brass Armor when a Brass Armor recipe already existed.)



Adds nine blacksmiths who have set up shop far from where normal smiths would, with more enchanted items and slightly higher leveled items for sale.

A long way to go before I'm done. What to expect in the long run:

More blacksmiths in more spread out locations, from tiny caves, to destroyed forts, to underground ruins, to ice bergs. Depending on how good I'm getting, you may or may not find an Argonian peddling goods in a sunken ship.

Diverse blacksmith identities; some blacksmiths specialize in some gear types over others. If you need a specific type of item, you might be able to recall where you met a smith who sold just that from a time where you weren't so interested.

Improved lower-tier weaponry, such as Iron with the quality of Dwarven but not the weight.

Quests and recipes to forge unusual weapons requiring unorthodox materials. You may kill the smiths to acquire these recipes.



As for what to expect soon...

V.7 CHECKLIST:

Dealing with bugs, issues, and more properly balancing the Bogus gear.

Masterwork Iron, Steel, Leather, Imperial, and Stormcloak/Guard gear, and recipes.

More non-blacksmith NPCs, such as alchemists and general merchants.

Abandoned smithing workshops and dead vagabonds.

Some merchants have a unique, specialty items.

10 more vendors, bringing the total to 20.







Notes:

A few self-made men and women have gone deep into the wilderness, in harsh lands, or just in odd spots, and have begun to call it home. They're like you in a way, with adventurous souls. Perhaps it's this fire in their heart that nets them better gear than the city dwellers. Or perhaps it's because they're smiths as a hobby and find most their wares by pillaging. Whatever the case, they have good gear to trade for on the road... at the price of being a little out of the way.Why not? Why should you have to fast travel to a town to sell some junk? Why should you walk out of a dungeon with nothing you'd want to keep? Why does a wanderer like you have to travel all the way to Whiterun to sell stuff? With merchants on the road, in the field, and in places where you thought you were all alone, you don't have to take as much of a detour. You shouldn't have to stop your adventure to get some money and lighter shoulders, that's what all the other wanderers are for. The Vagabonds share your spirit.Although this mod is primarily for Blacksmiths, there are also some other merchants lurking about, hiding in plain sight. A Master Illusionist in particular has found a new home in Windhelm, selling high-tier illusions to anyone who sees through his, regardless of how high their level is. Keep an eye out for more.. For their locations, check the readme's cheatsheet.- May not work with mods which feature, take place on, or change locations where the Smiths dwell. Keep me informed so I do not ruin the experience of someone else's mod for you or anyone else.- Originally released as a proof of concept. I prefer keeping things on the internet rather than stowed away in my harddrive to rot. I also appreciate feedback, constructive criticism, and the like, so I can shape the final build into something more respectable.