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Crafting clutter menu question - ie, how to make it so only some items show up instead of all


Tarshana

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I have added about 200 recipes total for my Market and I want to declutter the crafting menus for people. Is there a way to determine if the person has, let's say, a note or other item, in their inventory then the crafting items show up, otherwise they don't? I mean, I bet it's probably some easy conditional but quite honestly my brain is a wee bit tired so if someone will hold my hand I would be terribly appreciative :)

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Should be possible. Recipes can have conditions which are used, e.g. to check if you have the right perks to make particular types of armour. If you don't meed the conditions, you don't see the recipe in your crafting list.

 

For each recipe, you could check if the player has a specific "book" in their inventory with a GetItemCount and that would work, but the player would have to clutter up their own inventory with, potentially, up to 200 leaflets and that would be annoying. It's just moving the problem.

 

I think what it wants is a way for the player to toggle groups of recipes on and off. Suppose you give the player some spells, each of which enables crafting a particular group of recipes. You can check for HasMagicEffect in each recipe. So, if I want to craft some Gizmos, I cast "Craft Gizmos" on myself, approach the Gizmo crafting table and I see all my Gizmo recipes but not all my Wombat recipes. I would make it so that casting one of these spells lasts until you cast a different one.

 

Any good?

 

(edit - added)

 

I think grouping is the key. Can you identify, maybe 10 groups, each of around 20 recipes for vaguely related things?

Edited by OldMansBeard
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Ah I see what you are saying. And now I really want a Wombat pet :3

 

I was thinking that a book for each recipe would be too much lol. I wanted an item for making armours, one for cooking (like a cookbook) and another item for the tempering, but I was worried about inventory clutter, too. I will check for making spells and see the best way to group them together (probably sort the armour and weapons by player level and item type since everything is tiered).

 

When I was playing earlier I had a difficult time (even with SkyUI 2.2) with so many recipes cluttering and I thought others might also be thinking "wtf, why is there so much crap here?!" And I am unsure if that many items would cause a crash or slow response and that would not be good.

 

Thank you for your input! I feel less overwhelmed :)

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I am actually working on something which allows users to select what recipes are available using books and hidden perks but waiting on SKSE64 since I need access to arrays larger than 128 indices as with just Skyrim SE I have 138 different books. Users though would not start with any books or recipes but will gain them by adventuring or finding them on merchants throughout Skyrim.

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That is a great idea :) I love little treasure hunts like that. What would be really nice is a toggle menu so people can toggle the various tiers or types (like heavy vs light). I am playing around and finding a good balance I think, and reading more about scripting and conditionals than I ever have before xD

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At the risk of confusing your researches - i can think of another way of doing it, without using spells or any scripting at all.

 

Near your favourite crafting station, you place a chest and in the chest you place a variety of pieces of apparel, such as a Tarshana's Ring of Wombat Crafting, and Tarshana's Circlet of Gizmo Crafting XIV and so on. The player takes the appropriate item out if the chest, equips it, and starts crafting. All the recipes that are in the group represented by that equipped item become visible. When the crafting is done, the player returns the equipped item to the chest (to avoid cluttering up her own inventory). Make sense?

 

The equippable items don't need to be scripted or do anything special. They just need to exist. Then each of the crafting recipes can use the GetEquipped condition to check that the player is wearing the appropriate thinggy for that group of recipes and if she is, the recipe is automatically visible.

 

You make the equippable items the objects of treasure hunts, rather than just placing them in the chest for the player to get for free. That works too.

 

As an example, suppose you have 37 recipes for 37 kinds of wooden shield and the player suddenly feels the urge to craft a wooden shield and wants to have all 37 recipes visible in her crafting menu. She takes Tarshana's Crafty Wooden Shield out of the chest and equips it before using the forge. With the Crafty Shield equipped, the 37 recipes are visible. If she unequips it, they disappear from the menu again. Because all of those 37 recipes have the condition [Player] GetEquipped TarshanasCraftyWoodenShield == 1 but no other recipes have exactly that condition.

Edited by OldMansBeard
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I got it :D Thank you so much for your input. I created three items, one for crafting armours and weapons, one for cooking and one for tempering. Now I just have to level up and make sure it works with all the tiers. Knowing me, one of the armours has a 400 rating instead of 40 >.<

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