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journeyman
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OP
journeyman
Joined: Jul 2016
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Hi.
I am looking for some crafting mods for EE, specially the ones that let you craft armor dyes. Does anyone know if there are any mods that work on the EE?
I have checked nexus mods but most of the mods have some crafting recipes such as "barrel lid". So I assume that they are outdated(since barrel lid, wine barrel etc were removed)
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Support
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Support
Joined: Mar 2003
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There is at least one mod in progress that will include crafting changes ( What crafting recipes do you use most?), but I don't know of any that have been released.
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addict
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addict
Joined: Sep 2015
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There is at least one mod in progress that will include crafting changes (What crafting recipes do you use most?), but I don't know of any that have been released. Probably it won't add new recipes, it just implements crafting commands for companions. But new crafting recipes are available on Baardvark's Nexus mod site for Scales ('Super Extended Crafting' under optional files; created by Naetell): http://www.nexusmods.com/divinityor...2Fajax%2Fmodfiles%2F%3Fid%3D68&pUp=1You can try that out.
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Support
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Support
Joined: Mar 2003
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Thanks; I forgot the crafting changes in Scales were available separately.
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journeyman
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OP
journeyman
Joined: Jul 2016
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Thanks for the response guys.
For some reason, the crafting in the scales mod(I tried using it separately and with the full mod package) doesn't seem to work for me.
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addict
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addict
Joined: Sep 2015
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For some reason, the crafting in the scales mod(I tried using it separately and with the full mod package) doesn't seem to work for me. Maybe renaming the 'MainLSF.pak' file (-->'MainLSForiginal.pak' or anything else) in the Data folder of your game helps.
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journeyman
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OP
journeyman
Joined: Jul 2016
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For some reason, the crafting in the scales mod(I tried using it separately and with the full mod package) doesn't seem to work for me. Maybe renaming the 'MainLSF.pak' file (-->'MainLSForiginal.pak' or anything else) in the Data folder of your game helps. Just tried it. It doesn't seem to work. By the way, it looks like the original author is aware of the issue because they have posted it in the bug section in nexus.
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addict
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addict
Joined: Sep 2015
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By the way, it looks like the original author is aware of the issue because they have posted it in the bug section in nexus. Seems these bug notes refer to Scales and its crafting file but maybe it's the same here. Did you try it both with existing and new games? One user wrote this month: I think crafting works for me (I'm using the Super Extended Crafting file), but I'm curious how other people thought crafting was broken. Does it not work at all, or is it just for added recipes?
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journeyman
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OP
journeyman
Joined: Jul 2016
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By the way, it looks like the original author is aware of the issue because they have posted it in the bug section in nexus. Seems these bug notes refer to Scales and its crafting file but maybe it's the same here. Did you try it both with existing and new games? One user wrote this month: I think crafting works for me (I'm using the Super Extended Crafting file), but I'm curious how other people thought crafting was broken. Does it not work at all, or is it just for added recipes? I didn't try it with a new game as then I will need to collect the recipes and spend points in crafting(which can take some time). The only reason i wanted to use the crafting mod is because i wanted to craft dyes(which requires empty bottle + a type of mushroom). And that recipe isn't working.
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addict
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addict
Joined: Sep 2015
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The only reason i wanted to use the crafting mod is because i wanted to craft dyes(which requires empty bottle + a type of mushroom). And that recipe isn't working. Where do you have the recipe from? From a crafting book? If you tell me the combinations I will try to add them.
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journeyman
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OP
journeyman
Joined: Jul 2016
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The only reason i wanted to use the crafting mod is because i wanted to craft dyes(which requires empty bottle + a type of mushroom). And that recipe isn't working. Where do you have the recipe from? From a crafting book? If you tell me the combinations I will try to add them. Sorry, that's not what I meant to say. The "scales"/"extended crafting" lets you craft dyes(normally, its not possible to craft dyes). So these are the recipes(as per the mod's "readme" file) using which you can craft dyes. [C1] Empty Bottle* + Fly Agaric Mushroom = White Dye [C1] Empty Bottle + Guepinia Mushroom = Yellow Dye [C1] Empty Bottle + Penny Bun Mushroom = Red Dye [C2] Empty Bottle + Jellyroom = Purple Dye [C2] Empty Bottle + Earth Tongue Mushroom = Green Dye [C3] Empty Bottle + Bluegill Mushroom = Blue Dye [C4] Empty Bottle + Void Essence = Black Dye
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Support
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Support
Joined: Mar 2003
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I didn't try it with a new game as then I will need to collect the recipes and spend points in crafting(which can take some time). Do you actually have to find the recopies in the Scales mod? You don't in the main game. You can add a couple levels of crafting in character creation, as well as the Scientist talent, and the bonus from the Pragmatic trait after the dual dialogue from reading the diary on the body on the starting beach. A new game on Explorer would take 10 or 15 minutes to get to town; there are penny bun mushrooms in the graveyard and empty bottles in the King Crab tavern (use the scoundrel Walk in Shadows to get the latter; that will also let you bypass the first fight, though on Explorer Midnight Oil + Staff of Magus with a fire staff will end the fight). There is a fly agaric mushrooms in the tutorial dungeon, beside the tomb (so not very far in, if you want to take a quick detour).
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enthusiast
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enthusiast
Joined: Jun 2015
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First of all, you should not rename MainLSF.pak into anything that has the extension .pak but e.g. into MainLSF.pak.original. (The game engine picks up root templates regardless of the name of the files they are stored in, as long as they end in .lsb, so there is a good chance it does this with PAK files as well.)
Additions to ItemCombos.txt are picked up by the game no matter if it is a new game or if a save game is loaded, the recipes are read on every game start, so new ones are picked up. (At least if the recipes use stuff known to the game, which is the case with the mentioned recipes.)
If the ItemCombos.txt is the only file in the Mod (it's not a Mod technically, it's from the Pre-Editor days ;-), I see no problem and no reason why it should not work. (Except if a preview file is required, and I don't see one in the extension. I had this problem last year. General Raze would have to answer that.)
Little bit Offtopic: I'll take the chance of the presence of the General himself in this thread to ask some technical questions (because I don't expect any 'Larianian' to ever show up in the modding forum, not even HIM ;-)
In Original Sin EE (as in probably every crafting mod) I always find lines like:
use object LOOT_Ink_Pot_A_Quill_A_Magic on object Scroll_Skill_Fire_Blank_A with transform code Transform2 parameters SCROLL_ImmuneToFreeze,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0 autoValue 0 use object LOOT_Ink_Pot_A_Quill_A_Magic on object Scroll_Skill_Water_Blank_A with transform code Transform2 parameters SCROLL_ImmuneToBurning,0,0,0,0,0,1,1 requires Crafting 3 autolevel 0 autoValue 0
which means that writing on a fire scroll may result in an Avatar of Frost scroll and writing on an empty water scroll may result in an Avatar of Fire scroll. In Classic, that was okay, because the old Target_ImmuneToFreeze skill was a fire skill and vice versa. Not anymore, in EE they are in the 'correct' schools but crafting was forgotten in the change.
So my questions are:
1. If I put my own ItemCombos.txt into Data\Stats, are all other crafting recipes still read ? (Since crafting is very important for story as well - the Death Knight Bane skillbook as an example - and most mods only add the Shared part and forget to add the Main part of crafting, I suppose the answer is yes.)
2. Is there any way to disable an existing recipe, for example by simply changing the use code of the lines above from 'Transform2' to 'DoNothing' or would that just add another possible output ?
3. If recipes are overwritable in this manner, do I have to keep the original order of recipes in ItemCombos.txt ? (would it have to be on the same line number x ? Don't laugh, everything is possible, the story editor's search function works in such a weird way.)
4. Do recipes work without a preview in ItemComboPreviews.lsx ? Always ? (my experience last year was different, but we are some patches ahead ...)
5. Can I use both internal AND external ability names in the requirements ? - 'requires Blacksmithing 2' uses the 'game name' (engine uses 'Repair') - 'requires Blackrock 3' uses the 'engine name' (game uses 'Tenebrium')
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journeyman
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OP
journeyman
Joined: Jul 2016
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I didn't try it with a new game as then I will need to collect the recipes and spend points in crafting(which can take some time). Do you actually have to find the recopies in the Scales mod? You don't in the main game. You can add a couple levels of crafting in character creation, as well as the Scientist talent, and the bonus from the Pragmatic trait after the dual dialogue from reading the diary on the body on the starting beach. A new game on Explorer would take 10 or 15 minutes to get to town; there are penny bun mushrooms in the graveyard and empty bottles in the King Crab tavern (use the scoundrel Walk in Shadows to get the latter; that will also let you bypass the first fight, though on Explorer Midnight Oil + Staff of Magus with a fire staff will end the fight). There is a fly agaric mushrooms in the tutorial dungeon, beside the tomb (so not very far in, if you want to take a quick detour). Thanks. I will try it today. @FrauBlake Thanks. Which crafting mod are you using?
Last edited by Echo123; 21/07/16 02:30 AM.
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enthusiast
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enthusiast
Joined: Jun 2015
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I didn't try it with a new game as then I will need to collect the recipes and spend points in crafting(which can take some time). Do you actually have to find the recopies in the Scales mod? You don't in the main game. You can add a couple levels of crafting in character creation, as well as the Scientist talent, and the bonus from the Pragmatic trait after the dual dialogue from reading the diary on the body on the starting beach. A new game on Explorer would take 10 or 15 minutes to get to town; there are penny bun mushrooms in the graveyard and empty bottles in the King Crab tavern (use the scoundrel Walk in Shadows to get the latter; that will also let you bypass the first fight, though on Explorer Midnight Oil + Staff of Magus with a fire staff will end the fight). There is a fly agaric mushrooms in the tutorial dungeon, beside the tomb (so not very far in, if you want to take a quick detour). Thanks. I will try it today. @FrauBlake Thanks. Which crafting mod are you using? I don't use any crafting mod and I don't play currently. I did my own little crafting changes - that I never published anywhere - before my last playthrough some time last january, only to avoid the game crashes when npc inventories got too full. (That had 'cost' me two almost finished playthroughs before, each time I was already in Hunter's Edge, AND had finished everything that had come before, including the 'cleanup of Sacred Stone and the Goblin Village', I was so happy .... grrr ;-) I work on a mod project currently and I might include the dye recipes if they are so popular and if I do, they will work out of the box ... or I will not release any recipe, but who knows, what can happen ;-) If I include crafting in my mod at all, the number of added recipes will probably be small (because that is not the main 'goal' of the mod), the list of added recipe in the mentioned mod is impressively huge but I don't like it personally, because it adds way too many buff recipes for everything. (Looks like the mod's author created a recipe for EVERY buff that can possibly appear on gear that drops, but I just quickly looked into the file, I may be wrong. And ... malachit + diamond == ruby, really ??). The recipe code for the white dye in the file is correct and uses the ingredients Baardvark mentioned in the Scales README: One Fly Agaric + one empty bottle. Needs an empty regular bottle, not the empty potion bottle. The reason it does not work is not in the crafting file's code, must be something else, either the missing preview XML or the file is not in the correct directory or you renamed MainLSF.pak into AnyOtherName.pak, keeping the file's .pak extension and thus 'encouraging' the game engine to still pick it up, I can't say. By the way, I'm sure that none of the added recipes use any new code or 'DoNothing', at least white dye does not. And if used standalone, no possible story code could interfere with crafting - and I also doubt that Scales uses any Osiris code, because it was started long before the editor was released. And I can imagine no other way than story code to 'hide' a recipe from being used. (In fact, the only way I can imagine to initially 'hide' a recipe is the way the Weresheep set is made: use DoNothing and do the actual 'crafting' in Osiris only when some prerequisites are met. But I'd be willing to learn of such a way if it existed of course. ;-) So none of the added recipes can possibly require 'discovering'.
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journeyman
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OP
journeyman
Joined: Jul 2016
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@FrauBlake
My MainLSF.pak file is renamed to MainLSF.pak.original This is because I have been using the speedhack mod from some time.
Anyways, the crafting mod basically puts a stats folder(which only contains a itemcombo.txt file) in my shared folder. I have tried copying and moving it to my main folder as well, but it never works. All of the other mods I have used worked fine without any issues, except this one. I am certain I have followed the instructions correctly.
Another thing- the normal recipes in the game don't need discovering(you can just get the recipe combination information from the wikia crafting page and if you have the required level in crafting/blacksmithing, then you can craft it by manually adding the recipes in the experiment tab). So do these new recipes(from the crafting mods) really need "discovering"?
The crafting mod that you have made(the file). What is the folder/file location?
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enthusiast
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enthusiast
Joined: Jun 2015
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As far as I can tell there is no way for the game to 'lock' a recipe. So they don't need 'discovering', you can use them right away with enough crafting/blacksmithing or whatever they require. (If they technically work of course, which is obviously not the case for you.) I have only looked into the file a little bit not completely, maybe there is one or more error(s) in the file that makes the game ignore it completely. (In some cases, because it seems to work for others if I understood correctly.)
As far as I remember I unpacked the complete Main.pak, put the unpacked files into the correct folders and removed both MainLSF.pak AND Main.pak. (Would not recommend to do that now, the times when some 'drastic measures' are needed are over since the release of the editor.)
My ItemCombos.txt file back then was F:\Steam\...<DOS-EE-Directory>\Data\Public\Shared\Stats\ItemCombos.txt
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journeyman
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OP
journeyman
Joined: Jul 2016
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Just tried it with a NG+ Its not working.
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addict
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addict
Joined: Sep 2015
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Then let's take the original file and add some dye recipes and see if that really doesn't work for you. I just tried it with my game and it works. Go to your game folder: Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\ and copy the file ItemCombos.txt to the folder FrauBlake posted above: Divinity Original Sin Enhanced Edition\Data\Public\Shared\Stats\ Then open the file with a text editor (wordpad) and add these lines at the end of the file (or anywhere else):
use object ITEM_EmptyBottle on object CON_Herb_Mushroom_E with transform code Destroy1Transform2 parameters TOOL_Dye_Yellow,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 autoValue 0
use object ITEM_EmptyBottle on object LOOT_Essence_Shadow_A with transform code Destroy1Transform2 parameters TOOL_Dye_Black,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 autoValue 0
use object ITEM_EmptyBottle on object CON_Herb_Mushroom_B with transform code Destroy1Transform2 parameters TOOL_Dye_Blue,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 autoValue 0
use object ITEM_EmptyBottle on object CON_Herb_Mushroom_D with transform code Destroy1Transform2 parameters TOOL_Dye_Green,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 autoValue 0
use object ITEM_EmptyBottle on object CON_Herb_Mushroom_Jellyfish_A with transform code Destroy1Transform2 parameters TOOL_Dye_Purple,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 autoValue 0
use object ITEM_EmptyBottle on object CON_Herb_Mushroom_C with transform code Destroy1Transform2 parameters TOOL_Dye_White,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 autoValue 0
use object ITEM_EmptyBottle on object CON_Herb_Mushroom_A with transform code Destroy1Transform2 parameters TOOL_Dye_Red,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0 autoValue 0
I used the combinations you posted above. If you want to change the value of the required crafting ability (currently 1) just replace the number in: 'requires Crafting 1'
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enthusiast
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enthusiast
Joined: Jun 2015
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I was just wondering, if the file does not get picked up at all by the engine if another mod is used as well or if one in a .pak file from the documents folder is enabled.
Maybe the game ignores everything in the Main and Shared folders if another mod - a 'new style' mod - is used together with one of the 'old style' ones like Scales and the crafting extension.
Try disabling all mods in the game's mod menu and test if the recipes work without any other mods enabled.
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Moderated by Bvs, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
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