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CCOR Support Guide


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#1
kryptopyr

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Update 7/20/2014:
CCOR Compatibility Script
Automation Tools for TES5Edit now includes an incredibly useful script for adding CCOR compatibility to mods quickly and easily. This script will add CCOR-compatible conditions to other mods with just a few clicks and is very easy to use.

While this script has been thoroughly tested and is very accurate, I still strongly recommend reading through the guide posted below. The following step-by-step guide will explain the manual process for adding CCOR compatibility, and give you an idea of what Mator's script is actually doing. If you have any odd or unusual items that might fall outside the criteria used by the automated script, then you'll still need to manually add conditions to those particular items.

Break It Down
This is another script by Mator that can be found on the same page as the CCOR Compatibility Script. This script can quickly create breakdown recipes for items using the same standard formula that I've used in Complete Crafting Overhaul. If using with the CCOR Compatibility Script, run Break It Down first, then apply the CCOR script. This will ensure that both the breakdown and CCOR conditions are added properly.

I also recommend using the following settings with this script:
- prefix "Breakdown"
- leave options for equipped items, enchanted items, daedric, and chitin unchecked
- leather strips: always

 

 

CCOR Compatibility Guide

The following guide that explains the basic process for adding CCOR support to mods. CCOR compatibility is based around the use of injected records. This system creates records that can be "shared" between different mods without creating inter-mod dependencies.

I believe there is a great deal of potential to expand this system to provide support for further features and cross-mod compatibility. If there is enough interest in this system, I may try to develop it further. For now, this guide should provide an overview of the process for anyone who is interested in adding basic CCOR support to their own mods.

Update.esm is the only master file you'll need besides Skyrim.esm. Basically, CCOR support is just a matter of copying/pasting conditions onto your mod's crafting recipes. Please feel free to also use CCO or any of the supported files as examples to see how I've set the recipes up with various conditions on them.

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STEP 2, Creation Kit:

Next open the Creation Kit. Select the mod you're adding CCO support to, and set it as the Active file.

You can also open the CCOResource file alongside the mod you're working on, but make sure that your mod is the active file, and NOT the CCOResource file.


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Some sample recipe conditions:
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List of CCO Global Variables and Their Uses
The following global variables will be used to create conditions on the crafting recipes added by your mod. To add full CCO support, nearly all crafting recipes will need to have one or more CCO-conditions added to it. Temper recipes generally do not need any edits, only the forge, tanning, and sometimes smelter recipes need to have CCO conditions. Special or unique workstations added by your mod do not need added conditions unless you wish to do so.

WEAPONS:
Conditions for weapon recipes will consist of:
- 1 "MOD" condition
- 1 "item type" condition
- (optional) 1 or more Secondary or Situational conditions, as needed.

For example, "GetGlobalValue, CCO_MODSupported == 1" AND "GetGlobalValue, CCO_WeapGreatswordRecipes == 1" would be placed on any recipes for crafting greatswords. Additional secondary conditions are used on certain items to allow for even greater customization. For example, a katana should have both the item type condition "CCO_WeapSwordRecipes == 1" as well as the secondary condition "CCO_OrientalStyleRecipes == 1".

ARMOR AND CLOTHING:
Conditions for armor and clothing recipes will consist of:
- 1 "MOD" condition
- 2 "item type" conditions
- (optional) 1 or more Secondary or Situational conditions, as needed.

Armor items get two "item type" conditions. The first should be either "CCO_ArmorClothingRecipes", "CCO_ArmorLightRecipes", or "CCO_ArmorHeavyRecipes". The second then specifies type of item (boots, gauntlets, etc.)

Do NOT alter any of the default values used by these global variables. Doing so could create conflicts with other CCO supported mods and prevent recipes from appear properly.

Most conditions should be stated as "<Global Variable> == 1 AND" since this is the default "on" value. This way, if a user of your mod doesn't have CCO installed, all of your recipes will be visible in the crafting menu by default. Some of the Situational Conditions are handled a bit differently. Please refer to recipes included in CCO or the CCOResource file, for examples of how to use these conditions.


"MOD" conditions:
CCO_MODSupported - Ideally, this global should be used as a condition on all added recipes. This allows the player to toggle off all non-vanilla recipes via CCO's menu options. If you feel that your mod should have its own unique toggle that would appear in CCO's recognized mods list, then please contact me. However, you should go ahead and use the CCO-MODSupported global as a condition on all of your recipes, since this can later be converted into a unique global for your mod.

If there is a situation or circumstance where a special toggle would benefit cross-mod compatibility or would add a useful option to your mod, please contact me to discuss the possibilities.

"Item Type" conditions:
CCO_ArmorLightRecipes - Used for Light Armor items in addition to the Global that denotes the specific type of armor item.
CCO_ArmorHeavyRecipes - Used for Heavy Armor items in addition to the Global that denotes the specific type of armor item.
CCO_ArmorClothingRecipes - Used for Clothing items in addition to the Global that denotes the specific type of clothing item.
CCO_ArmorBootRecipes - Used for all Boots and shoes with an armor rating
CCO_ArmorCuirassRecipes - Used for all Cuirasses and body pieces with an armor rating
CCO_ArmorGauntletRecipes - Used for all Gauntlets, Bracers, and gloves with an armor rating
CCO_ArmorHelmetRecipes - Used for all Helmets (and hoods) with an armor rating
CCO_ArmorShieldRecipes - Used for all shields in addition to CCO_ArmorLightRecipes or CCO_ArmorHeavyRecipes.
CCO_ClothingBootRecipes - Used for all Boots and shoes with NO armor rating
CCO_ClothingRobeRecipes - Used for all clothing, robes, and body pieces with NO armor rating
CCO_ClothingGlovesRecipes - Used for all Gloves, gauntlets, and bracers with NO armor rating
CCO_ClothingHoodRecipes - Used for all Hoods and helmets with NO armor rating
CCO_ClothingCloakRecipes - Used for Capes & Cloaks
CCO_MiscAccessories - Used for equipable items that don't fit into any other category (eyepatches, earrings, face masks, goggles, etc.).
CCO_MiscNecklaceRecipes - Used for all Necklaces
CCO_MiscRingRecipes - Used for all Rings
CCO_MiscCircletRecipes - Used for all Circlets
CCO_MiscPouchRecipes - Used for pouches, bags, backpacks, and bandoliers.
CCO_MiscToolRecipes - Used for tools and misc utility items, such as pickaxes, tents, torches, lockpicks, and portable crafting kits.
CCO_WeapDaggerRecipes - Used for all Daggers
CCO_WeapSwordRecipes -Used for all Swords
CCO_WeapGreatswordRecipes - Used for all Greatswords
CCO_WeapWarAxeRecipes - Used for all War Axes
CCO_WeapBattleaxeRecipes - Used for all Battleaxes
CCO_WeapMaceRecipes - Used for all Maces
CCO_WeapWarhammerRecipes - Used for all Warhammers
CCO_WeapBowRecipes - Used for all Ranged weapons (bows and crossbows)
CCO_WeapAmmoRecipes - Used for all Ammo (arrows & bolts)

Secondary conditions:
CCO_OrientalStyleRecipes - Used as a secondary condition for eastern-style weapons such as katanas and tantos. Can also be used for oriental or samurai-style armors. Be sure to use this along with a primary item-type condition (for example, use both CCO_WeapSwordRecipes AND CCO_OrientalStyleRecipes for a katana).
CCO_FantasyNonLoreRecipes - Used as a secondary condition on items that are highly fanciful or deviate strongly from established lore.
CCO_PowerfulArtifactRecipes - Used as a secondary condition for very powerful items that some players may feel are either overpowered or should only be available as a one-off, non-craftable item.
CCO_ArmorOnlyFEMALE - Used for armors that only have female models and can't be worn by male characters.
CCO_ArmorOnlyMALE - Used for armors that only have male models and can't worn by female characters.

Situational Conditions:
CCO_OptionBreakdownEquipmentatTanningRack - Used for any “break down” recipes that allow items to be broken down into base materials at the Tanning Rack.
CCO_OptionBreakdownEquipmentatSmelter - Used for any “melt down” recipes that allow items to be broken down into base materials at the Smelter.
CCO_OptionCraftDaedricOnlyAtNight - Used on daedric items along with time of day conditions.
CCO_DisableIfCCOisInstalled - When CCO is installed, this value will be set to 0. Any recipes that are duplicated from CCO should have a condition of “GetGlobal CCO_DisableIfCCOisInstalled == 1” so when CCO is installed these recipes will automatically be disabled to allow CCO's recipes to take precedence. This avoids having duplicate recipes.
CCO_OptionUseGenericFurPlate - Used to toggle between recipe options for using either a generic fur plate (CCO_OptionUseGenericFurPlate == 1) or specific hides (CCO_OptionUseGenericFurPlate == 0). Do not add this condition unless both options are available.
CCO_OptionDeclutterCraftingMenu - Used to allow the player the choice to see or hide recipes based off of inventory conditions. Use "CCO_OptionDeclutterCraftingMenu == 0 OR” followed by a “GetItemType” condition in order to allow the player the option to bypass the GetItemType condition. It's important to use this as an “OR” condition.
CCO_OptionRacialRestrictions - Used to add optional racial restrictions on the ability to craft certain items.
CCO_OptionComplexityLevel - Used to toggle between recipe options for different degrees of complexity. Do not use this condition unless multiple recipe complexity options are available.


Edited by kryptopyr, 07 February 2015 - 06:19 AM.


#2
kryptopyr

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CCOR Compatibility Script
Automation Tools for TES5Edit now includes an incredibly useful script for adding CCOR compatibility to mods quickly and easily. This script will add CCOR-compatible conditions to other mods with just a few clicks and is very easy to use.

While this script has been thoroughly tested and is very accurate, I still strongly recommend reading through the guide posted below. The following step-by-step guide will explain the manual process for adding CCOR compatibility, and give you an idea of what Mator's script is actually doing. If you have any odd or unusual items that might fall outside the criteria used by the automated script, then you'll still need to manually add conditions to those particular items.

Break It Down
This is another script by Mator that can be found on the same page as the CCOR Compatibility Script. This script can quickly create breakdown recipes for items using the same standard formula that I've used in Complete Crafting Overhaul. If using with the CCOR Compatibility Script, run Break It Down first, then apply the CCOR script. This will ensure that both the breakdown and CCOR conditions are added properly.

I also recommend using the following settings with this script:
- prefix "Breakdown"
- leave options for equipped items, enchanted items, daedric, and chitin unchecked
- leather strips: always


Edited by kryptopyr, 20 July 2014 - 08:36 PM.


#3
seden

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Thanks, has been used twice already.

Along with the FMO (Forge Menu Overhaul) script, quite an area of options.

 



#4
arahat

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Is there any way to automatically  add crafting conditions to a bunch of Crafting FormIDs? Some mods add a bunch of high powered equipment to the Crafting Menu without any requirements to balance them, and being able to add conditions to 20 FormIDs at once would be helpful.



#5
Homercide

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Is there any way to automatically  add crafting conditions to a bunch of Crafting FormIDs? Some mods add a bunch of high powered equipment to the Crafting Menu without any requirements to balance them, and being able to add conditions to 20 FormIDs at once would be helpful.

 

The Quick Change script might work for you.   http://www.nexusmods...yrim/mods/49373






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