MadModderJess Posted July 10, 2015 Share Posted July 10, 2015 I can't seem to find the answer using Google, so I figured I'd ask here; how does the Dragonborn DLC add the crafting categories for Bonemold, Nordic, Chitin, and Stalhrim without using any existing Game Settings? If there's a way it can be done using scripting, I imagine SOMEONE has found it. Link to comment Share on other sites More sharing options...
ScrollThief84 Posted July 11, 2015 Share Posted July 11, 2015 Correct me if I'm wrong but aren't the new smithing catigores added by dragonborn attached to already in game perks? Like once you unlock advanced armors, Nordic armor shows up in your forge crafting list. This is done by setting the smithing catigory on the pieces of armor in the ck, no scripts needed. Link to comment Share on other sites More sharing options...
MadModderJess Posted July 11, 2015 Author Share Posted July 11, 2015 Huh. How would one do that? It might just vastly improve the smithing overhaul I'm working on. Link to comment Share on other sites More sharing options...
ScrollThief84 Posted July 11, 2015 Share Posted July 11, 2015 OK, so if I understand, you want to add new smithing carigories. That shouldn't be to hard, just find say, the daedric catigory, duplicate, rename it and add a smithing perk so that in order to craft it you need the perk anddd it won't show up in your list until you have said perk. Link to comment Share on other sites More sharing options...
MadModderJess Posted July 11, 2015 Author Share Posted July 11, 2015 The smithing categories are hard-coded, though; you can't duplicate them. The new categories that show up for Dragonborn aren't using any of the hard-coded categories. Unless I am understanding you wrong? Link to comment Share on other sites More sharing options...
lofgren Posted July 11, 2015 Share Posted July 11, 2015 I'm fairly certain the crafting categories are not hardcoded. You can find them in the default object manager under Game -> Default Objects. Link to comment Share on other sites More sharing options...
ScrollThief84 Posted July 11, 2015 Share Posted July 11, 2015 Ok, so after a little looking around... They are indeed hard coded, my bad. The info I was basing my theory off of was the fact I have mods that add new categories to the tanning rack. After I double checked, they where only steel and hide. So yeah, they where already in game. Sorry, Nate Link to comment Share on other sites More sharing options...
ScrollThief84 Posted July 11, 2015 Share Posted July 11, 2015 I did however find this: http://forums.nexusmods.com/index.php?/topic/1984549-smithing-create-a-custom-category/ Don't know if it will be any help but it's worth a try. Link to comment Share on other sites More sharing options...
lofgren Posted July 11, 2015 Share Posted July 11, 2015 What makes you think they are hardcoded? Did you check out the default object manager? Link to comment Share on other sites More sharing options...
MadModderJess Posted July 11, 2015 Author Share Posted July 11, 2015 The categories themselves are changeable to an extent -- you can change the names of them, change what keyword they reference, etc. But the number of categories is hard-coded. You can't add one in Game Settings. You can only use the ones that are there. I'm trying to figure out how the hell the Dragonborn DLC got around that. I run Hearthfire and most of the extra categories are taken up by it; I'm considering merging some of the categories in order to free more up, but it's slow going, and if there's a way to accomplish extra categories the way Dragonborn does, I'm looking to find it. Link to comment Share on other sites More sharing options...
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