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The Complete Craftsman Reboot

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Vandervecken
The Complete Craftsman Reboot

Hi folks,

Wanted to let you all know that after several months of work, between myself and KevL, we are releasing the Complete Craftsman Reboot.

https://neverwintervault.org/project/nwn2/hakpak/original-hakpak/complet...

With a blessing from ChainsawXIV, the original mod creator, and with source code and commits up on GitHub!
https://github.com/kevL/TccScripts

Please enjoy this mod. Here's the Changelog:

Version 2.0
- Major code reorganization
- Threaded the code with debug messages. See the Description section for more details.
- Warlocks using Imbue Item now can craft items. When the same recipe can create different properties based on the spell, a new dialog box enables the player to select which spell they wish to use.
- Overhauled the way property slots are calculated. Multi-property recipes may now only be used on items that have enough property slots to accommodate all non-upgrade non-free properties.
- Masterwork Weapons that are enchanted with Enhancement bonuses now have their Masterwork attack bonuses overwritten.
- Fixed Masterwork Duskwood Club UTI that had a typo
- A new item, the "tcc-scanner", is available for in-game use. It scans an item and tells you the item properties on it.
  You can access it from the console with the command "giveitem tcc_scanner"
- Added a new toggle to tcc_config.2da to allow Epic level characters (lvl 21+) to have bonus slots when enchanting (as was in the original game).  The default value is 0 bonus slots.
- Fixed the Universal Resistance (Saving Throw) recipes to work correctly
- Acid Splash recipes now work correctly
- Fixed the Readme to reflect which crafting materials receive bonus slots
- Granted Duskwood the bonus slot when making ranged weapons, due to it making the best bows, much better than Zalantar
- No matter how many Limitation properties you enchant an item with, you only get one bonus slot for limitations.
- Added Limitation recipes to the Crafting Recipes file, although they always worked just like in the original TCC
- Universal recipes (TCC tag -1) now work on Melee weapons again.
- Increased Caster level requirement for Stat-boosting items from 8/8/8 to 8/14/17 for +4/+6/+8 items.
  This applies to: Nymph Cloak, Headband of Intellect, Periapt of Wisdom, Belt of Giant Strength, Boots of Striding, Belt of Agility
- Fixed a typo in the description of the Constitution +4 recipe - the wrong gem was noted - it's a Jacinth not a Star Sapphire
- Fixed the Crafting Recipes file for +1/+2/+3 deflection recipes for weapons. It now reflects the correct caster levels.
- Added a Limitation Recipe for Warlocks (Rebalanced only), as they were the only base class without one.
- Set properties work again. Some discussion of the details in the Rebalanced Crafting Recipes file.
- Winter Wolf, Fire and Ice Mephit exotic materials now provide bonus properties to cover their inherent bonuses
- Major overhaul of blueprint items for increased consistency and correctness when crafting exotic materials. See Rebalanced Crafting Recipes for additional discussion

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Sabranic

This is really interesting I'd like to take a closer look at this when I have some time.  It sounds like you really fleshed out the crafting system, which was pretty full of holes IMHO.

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Thezibaim

Very cool. I have a problem : I cannot use the mortar & pestle on distillable items (fire giant head, dire wolf tooth, etc.) ; they're considererd as materials.

BTW, I can combine Essences with the mortar & pestle but not split them (it works with the Alembic's Shaper).

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kevL's
  • I cannot use the mortar & pestle on distillable items (fire giant head, dire wolf tooth, etc.)

bug found; fix inc.

  • BTW, I can combine Essences with the mortar & pestle but not split them (it works with the Alembic's Shaper).

I played around with the mortar and the alembic for a while ... it's kinda confusing 'cause there's OC-essences and Motb-essences, and the alembic has three modes of operation while the mortar only has a single use-mode.

that said, i found that the mortar can divide OC-essences (in player inventory) but not Motb-essences. It can combine OC-essences at a ratio of 2:1, or Motb-essences at a ratio of 8:1, but only by placing the stacks in an Alchemist's Workbench. (this is after the fix locally, on my own machine -- not sure if it's related)

anyway, i tried to get something 'wrong' to happen and things seemed okay, re. combining/dividing essences (again, after the local fix; wait for Vandervecken to push changes..)

thanks for report so far,

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Vandervecken

I will update the mod tonight. If you can't wait, the link for the GitHub repo is in the readme.

Great bug report!

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Vandervecken

The mod has been updated on Github, but is not quite ready for release. As mentioned, if you want it hot off the presses, check it out there. Hope to update on the Vault & nexusmods tomorrow.

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Thezibaim

Thx for the update ^^

I forgot to precise about the Essences : i can use the mortar & pestle to combine OC Essences (Faint, Weak, Glowing), not to split them (but it works with the Alembic's Shaper).

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Vandervecken

Uploaded v2.01

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Vandervecken

Uploaded 2.02 with a fix for Storm of Zehir trade bars by kevL.

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Thezibaim

I wanted to give +3 Enhancement to an Adamantine Mace. I put the Essences and the Emerald on the satchel, i cast the spell and I get that :

 

WTF ?!

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kevL's

my bad. StringToInt() didn't work as expected ...

PM sent to V. to update the Vault edition. If you want insta-fix, find these files in the github repo and overwrite your current ones,

modified: Scripts/gp_forgemagic_ca.ncs
modified: Scripts/gr_domagiccrafting.ncs
modified: Scripts/ii_trigger_spell.ncs
modified: inc/ginc_crafting.nss



here's the change in code for anyone interested in looking at code:
https://github.com/kevL/TccScripts/commit/d3ce639c030a844d67a0f5c045db84...

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Thezibaim

Hum, I'm going to wait for the next update and this time, I hope it'll work ^^

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kevL's

so do i ;)

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Vandervecken
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Thezibaim

It works this time ^^

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Thezibaim

Acid Spash doesn't work when I want to add Acid Damage on melee weapons ; it works with Melf's Acid Arrow.

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Vandervecken

I will change the Readmes. This is intentional. Won't release a new version just for this. You may have other finds!

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Thezibaim

Ok. I've found other issues :

- The blacksmith recipe Arrows of Detonation (Craft Weapon 22 - Arrow mold + Adamantine + Perfected Alchemist's Fire + Perfected Thunderstone) doesn't work. I've tried others combinations but it doesn't work neither.

- Hat mold + Alchemical Silver/Iron/Leather don't work

- Hat mold + Cold Iron give a Darsksteel Helmet

- Hat mold + Darksteel  give an Iron Helmet

 

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Vandervecken

Ok.

It seems what has happened here is that there are a number of recipes in the crafting.2da that have the same issue. It's many more than what you listed.

The rule in crafting.2da files is that all all-caps ingredients go before all lower-case ingredients, and that within each of those two categories, ingredients must be listed alphabetically.

The old files contain a large number of reagents that have been mistakenly capitalized and placed at the front, when they should be lower-cased and placed in the proper order. This will be bit of drudge work to fix, so bear with me. I'll get it done.

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kevL's

I was thinking of adding some code that makes that a non-issue, actually.

GetStringLowerCase() // stock function

Sort() // 'x0_i0_stringlib'


Sort is currently used on the items in the crafting container, but not on the REAGENTS list. I'd think a routine could go before GetRecipeMatch() / GetRecipeMatches()

but whether that's a good idea or not is debatable. Eg, it would make text searches for strings of identical reagents problematic ...

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Vandervecken

Ok, so made some changes.

Hat mold + darksteel now gives a darksteel helmet

Hat mold + iron now gives a regular helmet.

Removed Hat + Alchemical Silver & Cold Iron from the Readme.

Hat + Leather does work fine.

I've done some hunting around and can't find another case like the Thunderstone and Alchemist's fire. It's not as widespread as I thought. I was looking at the wrong item DB when I made that assessment.

Version 2.04 is up.

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