BTW: I also plan to add recipes to put +1 Crafting and +1 Blacksmithing on bracers and belts, as soon as I find a character with such gear, because I think that having to always swap gear for crafting and blacksmithing is a major turn-off for a lot of people that makes them forget about it completely.
... The only 'bad thing' about that is that there is no chance to control 'abuse' of such recipes like adding an additional boost where it already exists ...
Still have to think hard about that.
Would be important to solve that problem. Baardvark even removed crafting/blacksmithing from gear in Scales to upvalue character building. - Maybe you could script a limit for boni that come from gear (if I remember right there is a function to check base value of abilities) and apply a penalty potion when the limit is exceeded. Scientist has to be regarded in some way too.
Yes, EE introduced an API to get the base value. I do not know yet if that only 'subtracts' gear boosts or also leaves out stuff like Scientist.
I have read his README and his Scales sounds amazing, but I haven't downloaded the current version because I'm not willing to register to yet another website ;-)
Since my mod is all about convenience, it would be very counterproductive if I removed both boosts from gear. I want to encourage crafting on a played character instead of keeping Jahan as a crafting mule and not discourage it. Removing those boosts would go in the wrong direction in that sense.
I know that his way to encourage putting points into the abilities is to give the players combat boosts when they take the abilities, but putting 15 points in each to get the max 5?
Unfortunately, as you know, there is no way to query any stats from an item except for the ones that do not help here at all like weight. (Oh yes, they use that for pressure plates and never fully implement anything but only what they need at a certain moment.)
My main point is to not have to swap out your combat gear while you're crafting, so I was thinking of enabling to put those boosts on combat gear. And I would enable such a recipe as soon as I find that the final result could be achieved by swapping gear, something like comparing value against base value.
The problem with this is I believe, that there's nothing like the 'StackId' potions have for gear boosts, so crafting might put a crafted buff on top of an existing one even if I used the buff name from DeltaModifiers.txt.