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Has anyone else noticed that some of the more fundamental recipes, including:

Bone dust = skull + mortar (bone still works)
2 x branch + wood chips = log + axe

seem to be broken since yesterday's patch? Do these recipes still work for the rest of you?

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The itemCombo.txt has been modified, but I don't have an old version to compare it with. If bones work with the mortar, skulls should as well. Here is the part about those 2 items:
use object LOOT_Bone_A on object LAB_MortarPestle_A with transform code Transform1 parameters TOOL_Pouch_Dust_Bone_A,0,0,0,0,0,1,1 autolevel 0
use category Skull on object LAB_MortarPestle_A with transform code Transform1 parameters TOOL_Pouch_Dust_Bone_A,0,0,0,0,0,1,1 autolevel 0

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Confirmed. The following formulas do not work any more (with version 1.0.107.0):
[-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I, Secrets of the Scroll II) (Does not work with Ancient Human Skull)
[-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V)

Last edited by ivra; 09/08/14 12:01 PM.
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I have compared the differences between the previous crafting recipes and the ones from the patch and here are the changes:
Recipes that were referring to a specific basic item now work with any item of that type.
use object CON_Potion_Empty_A on object LOOT_Eye_A with transform code Destroy1Transform2 parameters POTION_Minor_Perception_Potion,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0
->
use object CON_Potion_Empty_A on category Eye with transform code Destroy1Transform2 parameters POTION_Minor_Perception_Potion,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0

use object CON_Potion_Speed_TempBoost_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters CON_Potion_Dexterity_TempBoost_A,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0
use object CON_Potion_Speed_TempBoost_A on object LOOT_Sinew_A_Strong with transform code Destroy1Transform2 parameters CON_Potion_Dexterity_TempBoost_A,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0
->
use object CON_Potion_Speed_TempBoost_A on category Sinew with transform code Destroy1Transform2 parameters CON_Potion_Dexterity_TempBoost_A,0,0,0,0,0,1,1 requires Crafting 5 autolevel 0

use object LOOT_Sinew_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters LOOT_String_Bow_A,0,0,0,0,0,1,1 autolevel 0
use object LOOT_Sinew_A_Strong on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters LOOT_String_Bow_A,0,0,0,0,0,1,1 autolevel 0
use object LOOT_Sinew_A_Strong on object LOOT_Sinew_A_Strong with transform code Destroy1Transform2 parameters LOOT_String_Bow_A,0,0,0,0,0,1,1 autolevel 0
->
use category Sinew on category Sinew with transform code Destroy1Transform2 parameters LOOT_String_Bow_A,0,0,0,0,0,1,1 autolevel 0

use object LOOT_Feather_A on category Dagger with transform code Transform1 parameters LOOT_Feather_A_Quill_A,0,0,0,0,0,1,1 autolevel 0
->
use category Feather on category Dagger with transform code Transform1 parameters LOOT_Feather_A_Quill_A,0,0,0,0,0,1,1 autolevel 0

use object LOOT_Feather_A on category Knife with transform code Transform1 parameters LOOT_Feather_A_Quill_A,0,0,0,0,0,1,1 autolevel 0
->
use category Feather on category Knife with transform code Transform1 parameters LOOT_Feather_A_Quill_A,0,0,0,0,0,1,1 autolevel 0

use object CON_Potion_Poison_A on object LOOT_Tooth_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_A on category Tooth with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use object CON_Potion_Poison_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_A on category Sinew with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use object CON_Potion_Poison_A on object LOOT_Eye_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_A on category Eye with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use object CON_Potion_Poison_Medium_A on object LOOT_Tooth_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_Medium_A on category Tooth with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use object CON_Potion_Poison_Medium_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_Medium_A on category Sinew with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use object CON_Potion_Poison_Medium_A on object LOOT_Eye_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_Medium_A on category Eye with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use object CON_Potion_Poison_Large_A on object LOOT_Tooth_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_Large_A on category Tooth with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Strength_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use object CON_Potion_Poison_Large_A on object LOOT_Sinew_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_Large_A on category Sinew with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Dexterity_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use object CON_Potion_Poison_Large_A on object LOOT_Eye_A with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
->
use object CON_Potion_Poison_Large_A on category Eye with transform code Destroy1Transform2 parameters CON_Potion_Debuf_Perception_A,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0

use category Knife on object LOOT_Tooth_A with transform code Transform2 parameters WPN_ArrowHead_Stunning_A,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0
->
use category Knife on category Tooth with transform code Transform2 parameters WPN_ArrowHead_Stunning_A,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0

use category Dagger on object LOOT_Tooth_A with transform code Transform2 parameters WPN_ArrowHead_Stunning_A,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0
->
use category Dagger on category Tooth with transform code Transform2 parameters WPN_ArrowHead_Stunning_A,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0


added some recipes for advanced items
Magic Sharp Tooth + Rope = Sharp Tooth Belt [Crafting 2]
Magic Fancy Feather + Rope = Fancy Feather Belt [Crafting 1]
Magic Long Rat Tail + Rope = Long Rat Tail Belt [Crafting 2]
Magic Big Chicken Foot + Rope = Big Chicken Foot Belt [Crafting 2]
Magic Tattooed Human Skull + Rope = Tattooed Human Skull Belt [Crafting 1]
Magic Ancient Human Skull + Rope = Ancient Human Skull Belt [Crafting 1]

Adult Antler + Knife/Dagger = 2x Antler Arrowhead [Crafting 1]
Pouch of Pixie Dust + Adult Antler = Magic Adult Antler [Crafting 1]
Magic Adult Antler + Leather Helmet = Magic Adult Antler Helmet [Crafting 1]
use object LOOT_Tooth_A_Magic_Sharp on object LOOT_Rope_A with transform code Destroy2Transform1 parameters LOOT_Tooth_MagicBelt_A_Sharp,0,0,0,0,0,1,1 requires Crafting 2 autolevel 1

use object LOOT_Feather_A_Magic_Fancy on object LOOT_Rope_A with transform code Destroy2Transform1 parameters LOOT_Feather_MagicBelt_A_Fancy,0,0,0,0,0,1,1 requires Crafting 1 autolevel 1

use object LOOT_Tail_A_Rat_A_Magic_Long on object LOOT_Rope_A with transform code Destroy2Transform1 parameters LOOT_Rat_Tail_MagicBelt_A_Long,0,0,0,0,0,1,1 requires Crafting 2 autolevel 1

use object LOOT_Foot_Chicken_A_Magic_Big on object LOOT_Rope_A with transform code Destroy2Transform1 parameters LOOT_Chicken_Claw_MagicBelt_A_Big,0,0,0,0,0,1,1 requires Crafting 2 autolevel 1

use object LOOT_Skull_Human_A_Magic_Tattooed on object LOOT_Rope_A with transform code Destroy2Transform1 parameters LOOT_Skull_MagicBelt_A_Tattooed,0,0,0,0,0,1,1 requires Crafting 1 autolevel 1

use object LOOT_Skull_Human_A_Magic_Ancient on object LOOT_Rope_A with transform code Destroy2Transform1 parameters LOOT_Skull_MagicBelt_A_Ancient,0,0,0,0,0,1,1 requires Crafting 1 autolevel 1

use category Knife on object LOOT_Antler_A_Adult with transform code Transform2 parameters WPN_ArrowHead_Antler_A,0,0,0,0,0,2,1 requires Crafting 1 autolevel 0

use category Dagger on object LOOT_Antler_A_Adult with transform code Transform2 parameters WPN_ArrowHead_Antler_A,0,0,0,0,0,2,1 requires Crafting 1 autolevel 0

use object TOOL_Pouch_Dust_Pixie_A on object LOOT_Antler_A_Adult with transform code Destroy1Transform2 parameters LOOT_Antler_A_Magic_Adult,0,0,0,0,0,1,1 requires Crafting 1 autolevel 0

use object LOOT_Antler_A_Magic_Adult on category LeatherHelmet with transform code Destroy1Transform2 parameters ARM_Helmet_Antler_A_Adult,0,0,0,0,0,1,1 requires Crafting 1 autolevel 1

Last edited by eidolon; 09/08/14 12:18 PM.
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Originally Posted by ivra
Confirmed. The following formulas do not work any more (with version 1.0.107.0):
[-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I, Secrets of the Scroll II) (Does not work with Ancient Human Skull)
[-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V)

Log+Sharp Cleaver works for me.

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I guess I have some work in front of me smile

Thanks for the comparison. It makes it much easier for me to update the lists.

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Originally Posted by xiery
Originally Posted by ivra
Confirmed. The following formulas do not work any more (with version 1.0.107.0):
[-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I, Secrets of the Scroll II) (Does not work with Ancient Human Skull)
[-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V)

Log+Sharp Cleaver works for me.


Good. Maybe my axe wasn't sharp enough smile I'll recheck the formula soon.

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Originally Posted by ivra
Originally Posted by xiery
Originally Posted by ivra
Confirmed. The following formulas do not work any more (with version 1.0.107.0):
[-] Bonedust = Skull + Mortar and Pestle (Secrets of the Scroll I, Secrets of the Scroll II) (Does not work with Ancient Human Skull)
[-] Branch (2x) + Wood Chips = Log + Hand Axe (The Adventurer's Field Guide V)

Log+Sharp Cleaver works for me.


Good. Maybe my axe wasn't sharp enough smile I'll recheck the formula soon.


Stupid me. I found out what was wrong. I used a two-handed axe, and that does not work. It's just that it looked like a one-handed axe...

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I have just updated the lists. Thanks again to Raze for your help.

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Originally Posted by ivra
To clarify: By Tenebrium weapon I meant weapons with the word 'Tenebrium' in its name. If you add Tenebrium to a normal weapon it can be upgraded afterwards. So can weapons with Tenebrium boost as long as they are not named as a Tenebrium weapon.

At least, that is my experience. But there are so many exceptions to the generic crafting rules, so why not to this one too?

Out of curiosity, what is the full name of the Snakebite dagger?


Thanks for clarifying that. Still can't figure out how to make a two-handed warhammer do more damage though. Seems like a wheel would only work on blades.

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Originally Posted by LeBurns
Still can't figure out how to make a two-handed warhammer do more damage though. Seems like a wheel would only work on blades.
Have you tried Moonstone?

Some weapons with a natural damage boost can not be upgraded with the physical damage boost (Tormented Soul still works). The most common ones are some versions of the handcrafted weapons.

Last edited by eidolon; 09/08/14 07:37 PM.
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I have just noticed a small typo: You have written "Scoll" instead of "Scroll" in the Scrolls & Skill Books chapter of the recipes (and c+p'ed it a couple of times).

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Thanks; that has now been fixed.

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Hello, just my $0.02. Rivellon fries subtract 1 dexterity, as I have found out in my no-potions playthrough. smile

"Go on, call me a pedant."

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Both the scoll typo and the missing -1 Dexterity of the Rivellon Fries have now been fixed in my source file. Will be correct from the next version.

Thanks. Raze, for fixing the scoll type on the current version.
... and for adding the mission -1 dex to the Rivellon Fries.

Last edited by ivra; 10/08/14 07:46 AM.
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Turns out I made the same mistake: I tried to use a 'wood axe' to chop up the log (seems like it should work, right?). Turns out that, too, is a two-handed weapon, explaining why it doesn't work. Maybe a note should be added about this in the FAQ, since it's extremely counterintuitive?

This still doesn't explain why skulls can no longer be ground up using the mortar, though.

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"Perl + armor" formula is missing. You can create this way more valuable armor too sell.

It also applies to some other things. Works with bracers and helmets (but not all helmets, hasn't worked on cloth cap).

Last edited by player1; 10/08/14 11:03 AM.
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Originally Posted by player1
"Perl + armor" formula is missing. You can create this way more valuable armor too sell.

It also applies to some other things. Works with bracers and helmets (but not all helmets, hasn't worked on cloth cap).

It's not missing, it's formulated as a more generic formula:
[Crafting 1] Boosted Apparel = Apparel + Pearl (The Adventurer's Field Guide VII) (+ Gold Value)

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A question on weapon crafting: I have 5 BS and crated a 2H axe. It was superior and had good damage but there was no bonus as described. I am only at level 7 and have seen descriptions of weapons made at level 10 with bonus. Is there a level requirement for this?

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Originally Posted by fragonard
A question on weapon crafting: I have 5 BS and crated a 2H axe. It was superior and had good damage but there was no bonus as described. I am only at level 7 and have seen descriptions of weapons made at level 10 with bonus. Is there a level requirement for this?


Bonus is given by the Crafting skill, not Blacksmithing.

Try at crafting 5. Also, a part of bonus is level-dependent, at high levels some recipes give more than one bonus or double the bonus.

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