PrometheusTS Posted May 9, 2012 Share Posted May 9, 2012 I am quite interested in getting new categories working in the crafting sections .... Link to comment Share on other sites More sharing options...
steve40 Posted May 9, 2012 Share Posted May 9, 2012 (edited) Sorry people, bad news. Even though I can edit the CraftSmithing script to add the new armor-type keywords, and recompile it, the script doesn't seem to be used directly by any of the crafting furniture or quests. As the script doesn't get attached to any forms, then I can't pass the new Keyword forms into the script via the Properties. It appears that the compiled script is called directly by the game engine and the way that the keywords are passed is via the Gameplay->Default Objects->Keywords submenu in the CK (look at the menus at the top of the CK window). If you open the "Gameplay->Default Objects..." menu and sort by keyword you will see that the game pre-defines 21 keywords for the armor materials. So... this means that the only way to add a new category would be to find some way to add new keywords to the Default Objects list. Who knows, maybe there is a simple cfg file hidden away in one of Skyrims bsa files that could be edited, although I doubt it would be that easy. So then I tried substituting one of the existing armor type keywords in the Default Objects list (ArmorMaterialImperialStudded) with my new armor-type keyword (ArmorMaterialBlood). This basically made my new Blood shield (a copy of the Daedric shield) appear in the forge under the IMPERIAL category. I expect it would also force imperial studded armor into the MISC category. So that's that, I've pretty much hit a brick wall at this point :down: :wallbash: Edited May 9, 2012 by steve40 Link to comment Share on other sites More sharing options...
PrometheusTS Posted May 9, 2012 Share Posted May 9, 2012 Sorry people, bad news. Even though I can edit the CraftSmithing script to add the new armor-type keywords, and recompile it, the script doesn't seem to be used directly by any of the crafting furniture or quests. As the script doesn't get attached to any forms, then I can't pass the new Keyword forms into the script via the Properties. It appears that the compiled script is called directly by the game engine and the way that the keywords are passed is via the Gameplay->Default Objects->Keywords submenu in the CK (look at the menus at the top of the CK window). If you open the "Gameplay->Default Objects..." menu and sort by keyword you will see that the game pre-defines 21 keywords for the armor materials. So... this means that the only way to add a new category would be to find some way to add new keywords to the Default Objects list. Who knows, maybe there is a simple cfg file hidden away in one of Skyrims bsa files that could be edited, although I doubt it would be that easy. So then I tried substituting one of the existing armor type keywords in the Default Objects list (ArmorMaterialImperialStudded) with my new armor-type keyword (ArmorMaterialBlood). This basically made my new Blood shield (a copy of the Daedric shield) appear in the forge under the IMPERIAL category. I expect it would also force imperial studded armor into the MISC category. So that's that, I've pretty much hit a brick wall at this point :down: :wallbash:Have u tried making a new folder for weapon types too? Link to comment Share on other sites More sharing options...
steve40 Posted May 9, 2012 Share Posted May 9, 2012 Have u tried making a new folder for weapon types too? Weapon material types are defined in the same way as the armor using Default Object keywords, but there are only 14 keywords available for weapons. They also use the same crafting script. Link to comment Share on other sites More sharing options...
Hangman4358 Posted May 9, 2012 Author Share Posted May 9, 2012 ah, that is really too bad. I guess Beth does not want us to make new categories? Strange but ok. I guess some things are not possible to do. At least I am used to that, all my time spent modding bf1942 and bf2 i constantly ran into problems do to strange limitations DICE had placed on modding, and most of them made no sense, kinda like not being able to make new categories here.... Link to comment Share on other sites More sharing options...
PrometheusTS Posted May 9, 2012 Share Posted May 9, 2012 Is not a showstopper but it would have helped to keep things more organized ... Link to comment Share on other sites More sharing options...
Hangman4358 Posted May 9, 2012 Author Share Posted May 9, 2012 yeah, i guess for now I will just order it under a catagory that sort of makes sense both for the actual material and the skill level at which i want it to be accessible Link to comment Share on other sites More sharing options...
diamok Posted May 11, 2012 Share Posted May 11, 2012 So I was looking in the bsa's and found in the Skyrim - Interface.bsa a file named craftingmenu.swf. So ok, swf...that's a shockwave/flash file...I extracted it and opened it up in flash Pro CS6. What I found was 1 scene with nothing visible in it. However, upon clicking/searching around the scene I did find some...well, stuff that looked to be layout, and yah, it looks like layout only. It seems this swf file is really only for setting the layout of the crafting menu and has nothing to do with what is displayed, or rather, what categories are displayed and where. With that said, I haven't used flash in about 2 years and am really behind on what can and cannot be done with flash. If there is someone else out there that could check this file out and see if there's anything going on it that we can use for adding new categories, it would be very appreciated. Also of note, I did not find any config/text files that had anything to do with crafting or the menus we need. Take care, Link to comment Share on other sites More sharing options...
steve40 Posted July 3, 2012 Share Posted July 3, 2012 (edited) After having made the EZ2C Dialogue Menu mod, I now have some experience decompiling interface swf files and editing ActionScript. Also, the latest version of SKSE has a UI extension for passing values to the swf forms. It might be possible to re-write the ActionScripts for the crafting menu and use SKSE to inject new category keywords into it, however it would probably take several weeks, maybe a couple of months of work to do. It's not something I would be willing to rush into, have enough on my plate already. Edited July 3, 2012 by steve40 Link to comment Share on other sites More sharing options...
steve40 Posted August 28, 2012 Share Posted August 28, 2012 Ok, so Dawnguard and the latest patch have added 10 new crafting categories, but one is used by Aethereal material type. New thread here. Link to comment Share on other sites More sharing options...
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