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.
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!
Posted by Vulcano at 2006-02-2220:32:38
Just a quick comment, the code is not actually updated yet; awaiting final 1.67 release before that happens.
Posted by Vulcano at 2006-02-0318:54:56
Completed. Waiting on final release. Also created an "engraving table" where folks can just make name changes. Gosh, that was easy.
Posted by Vulcano at 2006-02-0200:27:53
Update for 1.67 (still beta, not released yet): 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.
Posted by Vulcano at 2006-01-2020:09:46
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.
Posted by Vulcano at 2005-12-2516:26:02
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 at 2005-12-2315:49:05
We love you Vulc! Come back to us! :) -Combs And the rest of the CoA community
Posted by Normandy at on12/21/05
Very fast execution and extremely customizable.
Posted by Georg_Zoeller at on12/18/05
A very well implemented piece of system engineering and scripting, I salute you Sir!.