Crafting Tweaks-Fixes-Extension
The Basic version includes fixes, tweaks, and the addition of some missing recipes. The Extended version does the same along with extending the existing system.
Crafting Tweaks-Fixes-Extension
Started by
Site Bot
, Jul 23 2014 12:12 PM
167 replies to this topic
#1
Posted 23 July 2014 - 12:08 PM
#2
Posted 23 July 2014 - 12:15 PM
Initial Version. Did basic testing and it seems the missing recipe items do in fact exist in-game. At least some of them. I suggest saving before trying out some of the 'restored' 'missing' recipes.
The extended version will be put together later after I wake up. The basic idea is that it will give you unrandomized/more powerful crafting options at >5 Crafting/Blacksmith. Maybe it will have other additions as well; this is all sort of spur of the moment and who really knows what will really happen?
If I missed any fixes or missing recipes feel free to point them out and I'll probably get to them while I'm doing the above.
The extended version will be put together later after I wake up. The basic idea is that it will give you unrandomized/more powerful crafting options at >5 Crafting/Blacksmith. Maybe it will have other additions as well; this is all sort of spur of the moment and who really knows what will really happen?
If I missed any fixes or missing recipes feel free to point them out and I'll probably get to them while I'm doing the above.
#3
Posted 23 July 2014 - 01:27 PM
Looks promising, any chance of dye recipes?
#4
Posted 23 July 2014 - 07:12 PM
Almost all are in by default. Only Mysterious Dye is missing (and I just added it).
Unless you meant actually making dyes, in which case I tried to add those but ran into a snag: The Empty Vial item does not appear to be supported. If it is, its item code is nothing obvious. No other empty container really fits them.
The Extended Version prevents dyes from being used up though (similar to how Needle & Thread and Ink Pot & Quill work), so that should be an acceptable stop-gap.
Unless you meant actually making dyes, in which case I tried to add those but ran into a snag: The Empty Vial item does not appear to be supported. If it is, its item code is nothing obvious. No other empty container really fits them.
The Extended Version prevents dyes from being used up though (similar to how Needle & Thread and Ink Pot & Quill work), so that should be an acceptable stop-gap.
Edited by Offkorn, 23 July 2014 - 07:25 PM.
#5
Posted 23 July 2014 - 07:19 PM
---------------------
Version 1.1
---------------------
- Added Initial Extended Version (Elemental Forge recipes are untested; may do horrible things)
- Added Mysterious Dye recipes (Both Versions)
- Whetstones & Whetstone Wheels can now Lvl5 boost Daggers/Knives (Both Versions)
- A few Metal Armor recipes that were using Crafting now use Blacksmithing (Both Versions)
Couldn't sleep and ended up wasting several hours trying to get multiple bonuses-per-craft implemented... only to fail horribly. It does not appear that the current .xlsm macro can handle such a thing even though the core framework looks as though it should support it.
So, here's the much less ambitious initial Extended Version. More additions/changes maybe later if I get any ideas.
Version 1.1
---------------------
- Added Initial Extended Version (Elemental Forge recipes are untested; may do horrible things)
- Added Mysterious Dye recipes (Both Versions)
- Whetstones & Whetstone Wheels can now Lvl5 boost Daggers/Knives (Both Versions)
- A few Metal Armor recipes that were using Crafting now use Blacksmithing (Both Versions)
Couldn't sleep and ended up wasting several hours trying to get multiple bonuses-per-craft implemented... only to fail horribly. It does not appear that the current .xlsm macro can handle such a thing even though the core framework looks as though it should support it.
So, here's the much less ambitious initial Extended Version. More additions/changes maybe later if I get any ideas.
Edited by Offkorn, 23 July 2014 - 07:43 PM.
#6
Posted 23 July 2014 - 08:18 PM
Thanks for this, too bad that you couldn't do the multiple bonuses, that should have been in the game already for 5+ Crafting/Blacksmithing (but we can't ask much it's still in beta). Any chance for bracer/gloves and helmet recipes?
Edited by Onigoroshi, 23 July 2014 - 08:18 PM.
#7
Posted 23 July 2014 - 09:10 PM
---------------------
Version 1.11
---------------------
- Ancient/Tattooed Skull Belt recipes now use correct item (Both)
- Eye/Antler/Crab/Starfish Helmet recipes now produce a defense-enhanced version at Crafting Lvl 5 (Extended)
- Tattooed Skull can be crafted (Extended)
- Some of the Unbreakable recipes now use Magic Needle & Thread instead of the Repair Hammer (Extended)
Version 1.11
---------------------
- Ancient/Tattooed Skull Belt recipes now use correct item (Both)
- Eye/Antler/Crab/Starfish Helmet recipes now produce a defense-enhanced version at Crafting Lvl 5 (Extended)
- Tattooed Skull can be crafted (Extended)
- Some of the Unbreakable recipes now use Magic Needle & Thread instead of the Repair Hammer (Extended)
Edited by Offkorn, 23 July 2014 - 09:11 PM.
#8
Posted 23 July 2014 - 09:19 PM
The problem with crafted bracer/gloves/helmet recipes is: What combination of items would be used to make them?
{Leather Scraps + Needle & Thread} already produces Chest Armor, so what could be used for those four (there are two helmet types)? The only ones that come to mind are Scale/Metal/Plate Scraps + Needle & Thread, none of which really seem logical.
There's also the more minor issue of there not being any existing "Crafted X" items for those armor types.
{Leather Scraps + Needle & Thread} already produces Chest Armor, so what could be used for those four (there are two helmet types)? The only ones that come to mind are Scale/Metal/Plate Scraps + Needle & Thread, none of which really seem logical.
There's also the more minor issue of there not being any existing "Crafted X" items for those armor types.
Edited by Offkorn, 23 July 2014 - 09:21 PM.
#9
Posted 23 July 2014 - 10:20 PM
Ok, so..this doesn't seem to work for me...Not sure why. I am fairly familiar with installing mods, as I've done so for years, manually, for Skyrim, Fallout3 etc. I've copied the Data directory into the main Divinity folder (as stated in the Readme) and get an error when starting the game, stating the files in mod "Main" are corrupt or changed, mod can't be used in multiplayer, etc. Let's me load my savegame, but try to use a blue fabric dye and it still poofs, so I am assuming the mod is not working correctly, unless I've done something wrong.
Edited by Fyndolyn, 23 July 2014 - 10:24 PM.
#10
Posted 24 July 2014 - 02:34 AM
Nah that's my fault. Got distracted by some other changes and forgot to actually alter the Dye transformation type. Fixed version up in a second.



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