Originally Posted by Echo123
Thank you for the tips.

Quote
You could use

use category Anvil on object ARM_Leather_Torso_Henchman_Madoc with transform code Transform2 parameters ARM_Leather_Torso_Henchman_Madoc,... autoLevel 1

to create a Madora's Armor from Madora's Armor at the crafter level, but that would not upgrade Madora's Armor but create a new instance of it, the original one with all possibly applied boosts would disappear, a fresh Madora's Armor would be created with the original stats, but a a potentially higher level than the original (depending on the maker's level).


In case of armor, if I add armor to anvil, it will create a new instance of the armor with my crafting level. Right?

But my question is, since all STR based armors are categorized as "ArmorScale", will it upgrade to something of a different variation?(for example- scale->plate or vice versa?)

I have another concern- the game actually has a pre-built recipe of armor, which is ...

Anvil + STR based armor = new instance of the armor(whose level is NOT same as yours)

So basically we are creating a new recipe from a combination of two recipes, but this already exists in the game database as a different recipe . So.. will it cause any conflict?

--

On another note, you might have noticed that my english is terrible too. That's because I am not native either. smile

Partially right, because as far as I remember, there is already a recipe to add armor (ArmorScale) to an anvil, which puts a movement boost on the armor.

Now, if you add a recipe for ArmorScale + Anvil with the SAME requirements (requires Crafting/Blacksmithing ?), the engine will randomly execute one of thoss recipes, one time, the armor might get the movement buff, another time, a new armor will be created.
If you add a recipe with the same ingredients but different requirements, it will be executed if you meet those requirements.
So if the existing recipe requires Crafting 2, you can create one with the same ingredients and requirement Crafting 3 and that will always be executed if the crafter has Crafting 3 or higher.
In the future though, this crafter will never again be able to put the movement buff on metal armor again, because the 'highest possible level recipe' is always executed by the crafting engine, and unless you manage to 'downgrade' the crafter's crafting level again (which might be possible for example by unequipping a belt or bracers that brought the crafting level above the 2 in the first place), you will 'loose' that recipe. It would still exist but could never be executed again due to the 'always highest possible' rule of the crafting engine.
So be careful when you create such recipes, recipes should never do completely different stuff on different requirement level, unless you find any good reason for that, higher level recipes can create different outputs though than the lower level ones if the higher level output is nothing more than an upgrade to the lower level one. (As is the case with the existing recipes for creating armor or weapons.)

The metal armors are only categorized as 'ArmorScale' for the crafting engine, for absolutely nothing else. Any 'cloth armor' could be categorized as 'ArmorScale' in its stats, which would allow every recipe for ArmorScale to be executed for that specific piece, no single recipe for 'ClothArmor' would work anymore for those re-categorized cloth armors though.

You can never upgrade an item with crafting, e.g. from scale to plate or from level 7 to level 8, so you can not upgrade scale to plate, but you can create a new plate armor from a scale armor if you add such a recipe. And of course you can upgrade it, if you call putting some boost on it an 'upgrade'.

Technically, there is no armor of any type in the whole game, neither cloth nor robe nor leather nor plate or scale, there is not even a single specific armor root template. By connecting a Stat entry to a root template - which has the looks and behaviour of an armor piece - and modifying the stat entry to your desires you can 'simulate' any new armor, e.g. a 'cloth' armor that looks like a plate armor, all only depends on the stats. The game does not forbid a 'cloth' armor to have the highest possible armor value in the whole game, because there is no such thing as a 'cloth armor' internally. It can be done, only Larian did not do that for DOS when they created the game.
They also added a ComboCategory to almost all armor stat entries to make crafting easier: because they don't have to create some 30 (don't know how many exactly) recipes, one for every single armor piece meant to be a 'cloth armor', creating one recipe for the ComboCategory is enough for the recipe to be executed for every single armor in that category.
(Theoretically, with crafting, buffs could also be applied to non equippable stuff like potions, but that would not make much sense, and would be restricted by - you might have guessed - yet another stat file. By connecting a stat entry to a root template, you could turn a two-handed sword into a helmet that could even be equipped, would definitely cause major graphics problems but is theoretically possible. You could create a root template for a wall piece and connect that to an armor stat entry for boots, all possible but most of all possible combinations would be pretty useless and have a great potential to break graphical representation, not to mention that maybe required animations might be missing from root templates. You can create any non-sensical combination of stats and root templates and the game will probably still load. If it crashes, when e.g. required animations cannot be found, I do not know.)


Stats are all that matters, ComboCategories are meaningless, they are nothing more than categorizations to make the creation of crafting recipes easier (having to create only one recipe for a whole category of items instead of many recipes for every single item you want a combination to work for), and root templates are all that matters when looks are concerned (well, and some 'functionality' like animation or sound).
Bring a stat entry together with a root template, make a recipe to build that new item and you have what you want. The ComboCategory does not matter at all, it is merely a shortcut for creating crafting recipes and not really needed. Stats and root templates on the other hand are absolutely necessary.


So my advice again: start reading the modding forum, especially the thread mentioned above. If you want to do more than very basic stuff in crafting without having to ask on the forum for every single little how-to, you have to learn about stats and about root templates.
I cannot answer all questions and I don't believe I could teach you the internals of the game, which I do not understand completely myself of course, only Larian and maybe some Pro Modders do, I don't.
Without some deeper knowledge, you would not even know, that you need to use 'TOOL_Dye_White' if you want to create a white dye, because the names the game shows to the outside are not the ones the internal systems need to work.