Update 208a & Hak: complete. New version includes a seperate hak version. See thread below. Added a few additional fixes found with wider test audience. See readme. 3E verbatim crafting. 5 additional feats, changes to existing feats, and 8 total skills (using your existing craft skill ranks, which you permanently assign in this no-hak version). Includes a variety of toggles ot increase, decrease, or eliminate gold, time, or XP requirements. Feats: Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, and Forge Ring. Changes to scrolls, potions, and wands for PnP compliance. Skills: Armorsmithing, Blacksmithing, Bowmaking, Jewelrymaking, Leatherworking, Tailoring, and Weaponsmithing. Open testing module and click your skill radial convo for info.
Posted by Gonzo_og at 2010-10-04 08:37:34 Voted 10.00 on 10/04/10
The concept of this addition is necessary for great D&D, imho. Can anyone point me towards a good .tlk combining tutorial? Please email me. _________________________ stuff
Posted by Daijin at 2008-10-29 10:51:38 Voted 10.00 on 10/29/08
This is Great! Thanks! _________________________ Dream Well, Faith, Loyalty, Truth, Honor, Friendship always.....
Daijin Dreamweaver, Leader of the Dream Warriors for 32 years, going strong.
It all sounds nice, but I have little problem with finding vulc_craft_2da file required by mod that's using yours crafting system. Is it so because it's using older version of your hak and this file is nowhere to be found?
Posted by ExpressEngine at 2008-03-10 17:18:20 Voted 9.00 on 03/10/08
I have implemented this system in my Persistent World Stormcall. Very solid implementation. Thank-you for all the hard work.
well then, since NWN2 is out now, anymore news about importing this method of crafting? _________________________ [img]http://img176.imageshack.us/img176/8493/ntbbanner002pc9.jpg[/img]
Hey, just curious what the status is of the next update. You mention waiting for 1.67 to go final, and it has been for awhile now. I notice you have a DLA logo on your posting, are you swamped with final tweaks on the WCoC mod?
-Hawk _________________________ You fell victim to one of the classic blunders! The most common is never get involved in a land war in Asia, but only slightly less well known is this: Never go in against a Sicilian, when death is on the line!
Posted by _Malice ( 12.218.xxx.xxx ) at 2006-07-13 10:15:49
I absolutely love this system. For ease of use and number of options, this system is the best, imho.
Posted by micheal ( 211.45.xxx.xxx ) at 2006-03-30 07:10:56
Great. Thanks!
Posted by MokahTGS at 2006-03-03 12:56:45 Voted 10.00 on 03/03/06
Posted by MokahTGS ( 216.51.xxx.xxx ) at 2006-03-03 12:53:22
Great horney toads!! SetName on crafting!! If I was still building for NWN this would certainly be in my module. Tell me you're importing all this to NWN2!
Alrighty, I've devised a SetName system that I think works pretty well. In the vulc_on_close script, I create a listener that only lasts for the duration of the craft conversation. This listener is cutscene ghost/paralyzed/invisible with no event handlers except spawn and conversation, so it can't go nuts. The listener is destroyed in vulc_unlock (which is also the default convo end, so listeners always go away). I added a node to the "your item is finished." with "Would you like to name it?" All you do is type in:
rename DesiredNameHere
and hit enter. The item's name will be set to that name. I also changed the node that reads "this item is already magical. Would you like to rename it?" so that crafters can rename at will (but only if they were the original crafter).
Because of how easy this is, and because it gives player's full control on naming, and the fact that it only requires overwriting two (count 'em, two) scripts, that's all I'm really going to add. No need to automate naming when many of you have altered the various scripts that control generation, and the player can figure out "Longsword +1" for himself.
I'll release the SetName modification as a seperate erf so it doesn't interfere with any changes you have made over the last two years. The erf will not overwrite conversations, it will contain a stub conversation for the SetName nodes, the two overwritten scripts, the three additional new scripts, and the blueprint for the listener object. You just paste the stub into the existing conversations (and I will provide instructions for that). Easy, huh?
Note to newcomers: those of you who are new to the system (or players on PWs just testing things out) will find the SetName code updated in the new 1.67 sample module when I upload it, so you won�t need any special skills to play with it. The erf packages are unchanged; there is just an additional package now. For a new module, you can import the old erf, then import the SetName erf on top of that and insert the nodes (takes about five minutes). This method will allow for the least amount of breakage with regards to end-user changes.
I'm sorry, but the hak version still remains unsupported. Basically, I provide the code to make my hak version work with default models, but the rest is up to you. I just don't have the time to reconcile the code with all possible hak combinations, or even the CEP, for that matter. 1.67 has quite a few 2da changes, so I will probably have my hands full as it is. Still, I'm sure someone willing to put the time in can do this, if desired.
Thanks, Combs. Really, I'm still there in more ways you can imagine. The quest system I wrote allows any DM to quickly write new quests with little to no scripting (thus I am needed less). I've suspended all NWN1 production indefinitely though, as I gear up for NWN2. I've got some new ideas and new systems in mind to take advantage of the new technology (including revamping this craft system to take advantage of script parameters), and of course I'm busying moderating the NWN2 forums and real life in general. CoA is still great, though.
Posted by Combs ( 71.198.xxx.xxx ) at 2005-12-23 15:49:05
We love you Vulc! Come back to us! :)
-Combs
And the rest of the CoA community
Posted by Normandy at 2005-12-21 21:22:54 Voted 10.00 on 12/21/05
Very fast execution and extremely customizable.
Posted by Georg_Zoeller at 2005-12-18 20:45:53 Voted 10.00 on 12/18/05
A very well implemented piece of system engineering and scripting, I salute you Sir!.
Posted by Anonymous ( 68.165.xxx.xxx ) at 2005-11-30 06:03:59
Volcano you suck man
Posted by Vaei. at 2005-11-27 20:58:24 Voted 10.00 on 11/27/05
I've tried a number of different crafting systems (both as builder and player), and this and UOACraft are front and foremost what I like best.
Posted by Dabaro at 2005-09-18 20:43:46 Voted 9.75 on 09/18/05
Used on a PW I play on, works awesome, small bugs at times but nothing to ruin the way it works.
Posted by owen ( 198.54.xxx.xxx ) at 2005-09-07 00:00:39
Ah, good. The hak version is still unsupported. Basically the tlk and 2da references as a courtesy for those that may want to use them, though there are script changes to use the new feat constants. The major CEP issue is getting the appearance changes to work under their structure, as I used a mathematical formula instead of a 2da string.
Posted by Agnus_the_holy at 2005-07-31 21:14:43 Voted 10.00 on 07/26/05
I actualy did manage to fix it all to CEP and PRC compactibility, but I took as base your Hak version, which has many diferences from the patched version. At least it's working now, after 3 days of work on it =)
Follow link below to the patch; many improvements in skill crafting and resource options.
As for CEP and PRC, they each have their own craft systems, so incorporating it is tricky. But maybe someone here has done it. At worst, you can merge the tlks yourself, but it's a large task for the feats. Much easier to install for CEP, not so easy PRC. I'm working on some PRC submissions right now, and a secret project, so Agrafes has kindly taken over the patching.
Posted by Agnus_the_holy at 2005-07-26 05:49:54 Voted 10.00 on 07/26/05
Has someone made a tlk for using this with CEP and PRC haks?
Also, any more improvements to the scripts?
Posted by Agnus_the_holy at 2005-07-26 05:48:24 Voted 10.00 on 07/26/05
Has someone made a tlk for using this with CEP and PRC haks?
Also, any more improvements to the scripts?
Posted by StrawMan at 2005-07-10 13:03:58 Voted 9.75 on 07/10/05
As close to 3rd edition crafting as at gets.
Beautiful system.
Posted by The Sneaky Sneaker at 2005-07-10 11:05:05 Voted 10.00 on 07/10/05