The Ambrosia Tradeskill System is the first robust tradeskill system mod released for BioWare's amazing NEVERWINTER NIGHTS game. It was inspired by Ultima Online's great tradeskill system.
Features:
* 7 fully fuctional tradeskills including Armorcrafting, Blacksmithing, Mining, Weaponcrafting, Tanning, Gemcutting, and Jewelcrafting. (with 13 more on the way)
* All skills are use-based meaning the more you use them, the better you get at them.
* A handy tradeskill journal to keep track of your skill progress.
I fell in love with this system, after I desided I couldnt use UOA with the new CEP2 release. Or at least couldnt use it with ease..... Also I like this version as It doesnt require mysql.
I love the system so far, but have one question. When i go to use the anvil, I am given lots of options to create items, but when I choose any of them I get something about my crafting skill being 0 and nothing appears below for items I can craft. When I talk to the master crafter, he increases my skills but not the weapon or armor crafting skills. what am I doing wrong....? or do I have to have a certain level in mining and such before I can craft anything on the anvil......?
_________________________ Today is born the seventh one
Born of woman the seventh son
And he in turn of a seventh son
He has the power to heal
He has the gift of the second sight
He is the chosen one
So it shall be written
So it shall be done
In the end, I decided to go with my own system, as rewriting ATS is taking way too long, and keeps breaking down for me. But thanks to all for your helpful comments. Good luck with your current projects.
In the end, I decided to go with my own system, as rewriting ATS is taking way too long, and keeps breaking down for me. But thanks to all for your helpful comments. Good luck with your current projects.
Etarnon, Mojo is long gone, if you feel you want to make changes to what Mojo did and use the slow, and I mean DEADLY slow for a busy PW bioware DB, go for it :D but honestly, the learning curve for using NWNX and MySQL is very small, and worth your time! and biowares DB is also buggy as well as slow in PW situations.
Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
I am definitely interested Etarmon. I fired and email off to you while waiting for my registration on this site. All due respect to Salandra/De Graf as well but I would like to avoid using NWNX or a seperate database backend for simplicity sake. I am developing a public PW that I want to be easy to start. ie: Download, run, presto. Adding NWNX and requiring a RDBMS is too much work for many or beyond others resources. If I can help just let me know. I am no expert scripter by any means but Ill help where I can and if nothing else help beta test.
PS.
Anyone know where to get the SP1 upgrade. I thought I would add the fletching skill but it appears this upgrade is required. The links to it are dead.
Thanks.
Posted by Etarnon ( 69.135.xxx.xxx ) at 2004-06-08 10:59:00
With all due respect to Salandra / De Graf, is anyone out there interested in see expansions/modifications for ATS that do not use NWNX? I use base Bioware DB, and am not all up on NWNX, etc. Plus the server space I rent cannot run NWNX.
If anyone is interested in seeing something more from ATS down the road, post here. It'll be awhile, because I am only one guy. But, after running a CNR server for a year, I found ATS to be much simpler for the player.
I'd hate to see ATS die...emails to Mojo asking for permission to forge ahead with ATS have gone unanswered...
So, I am going to implement my own changes, and modifications.
Theema was sorted out. ATS Beta .0571 is no longer valid, Mojo is gone to best of all knowledge. For anything relationg to ATS/Salandra's Crafting version 1.00 do NOT use this comment area. Link is below for new version.
Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
Posted by Theema ( ..xxx.xxx ) at 2004-03-22 07:38:00
Umm, I installed ATS because I loved the way it works. IMO it's lotsa better than CNR :-) BUT, I have this problem that I cant craft anything, Craftable items just wont show up when i use anvil, not even copper dagger :( Havent tried tailoring, or anything else yet if they work, but if someone knows how to fix this, I would greatly appreciate if they could post it here, thanks. Btw, ythat scripters site link aint working.
Ah well. I did not want to say that CNR is worse or something cause It
is sure not and a lot of work of course.. It's honorful that you do
that much scripting. But the servers I was playing using cnr where
too complicate. Most times i did not know what Stuff I needed
for crafting and one of the things i did not like was the mining..
The Weight of the ore was so much and you got exp too for the crafting.
Some servers where only for Crafters and it was givin much more experience than
killing a horde of monsters.. ;) Ok.. Of course that was bad use of CNR.
But what I dont like in CNR is for example the mining and smithing.
For mining you need a pickaxe.. Thats normal.. Then you click on the rock,
but then it sometimes takes hours if you get something out of it..
And crafting a weapon you need a form for.. That's the thing i would
never like cause i dream of dwarfen smith with hammer and anvil not
putting liquid metal into forms..
Armies use them to create hundrets of weapons but for one weapon i think
you should not need one..
It's too much weight to carry for your character.
So CNR is for sure a good scripting and for much people a good system,
but some players, so I need a system that is easy to learn and to use
and so was the ATS. You need an Hammer and lets go..
I mean.. Realistics may not be wrong but I think in a world of Sorcerers,
Dragons and other Magics a simple system to create stuff is ok too.
Just for fun and not for peoples of university.. ;)=
I have to say that I respect all people creating such great stuff and
my words maybe have sound too angry or worse but I was bit sad cause
of nobody making ATS any longer.
Iam no scripter of my own and even have problems putting this great scripts you create, into the game.
Well.. I can only Apply on you giving the people who cannot script a good chance to use a skill system too thats easy and simple.. ;)
I have for sure so many great ideas that sound fantastic and I know for sure that this all can be scripted but it's not easy to find and understand the scripts so iam hanging too much with my module.. I only have build areas yet.
Even spawn system i don't know with is good for spawning creatures without player triggers.
mhmh.. ok.. well.
dont know what else to say..
Go on with the good work and the team of CNR too so that players have more to choose what to use.. I think all those systems have flair of their own. I only wish to see that you can chose between more of those.. ;-)
Well.. Have a nice day guys.. ;)
P.S.
I have posted previously here as unregistered user with the name "Darkpaladin" ;-)
Posted by Anonymous ( ..xxx.xxx ) at 2004-02-23 04:43:00
Version 1.0 still has not appeared - problems? Would really like to take a look at this.
Beldin, all you have done, we did ages ago actually, and more, you'll see when it is ready... very soon. Finalising some things on tailoring at the moment. But not too long.. a week at most I am hoping.
Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
Posted by beldin ( ..xxx.xxx ) at 2004-01-08 18:26:00
Anyone able to point me to a v05.71sp1 download?
Regards
John Sisson
p.s. Matz, if you're interested my ATS system has been heavily modified to include, shields, bows and crossbows, Arrows & Bolts, bracers, gloves , cloaks, belts, boots and more custom weapons and equipment, all using BASIC ATS, no Tailoring, no Bowyer Fletchering, no additional add ons at all, also added Platinum Ore the rarest of metals on my Greyhawk Server, so if you're interested in the scripts email me.
Posted by Crusader. ( ..xxx.xxx ) at 2004-01-06 22:55:00
What about doing the same with all skills and stats? - ultima online mod
Posted by Whisper ( ..xxx.xxx ) at 2004-01-01 11:26:00
If we could take the CNR and ATS and stick them in a mixer we would come out with a monster of scripts that would rock. I only wish they would get the tailoring system in the ATS. : (
Posted by Makzimia De Graf ( ..xxx.xxx ) at 2003-12-28 19:22:00
Tagnar,
Coming soon :) ATS/Salandra's Crafting 1.00, have finally broken the hump of work that was really annoying me today.
Next step is new crafting books and then documentation and export.
Makz.
Posted by Tagnar ( ..xxx.xxx ) at 2003-12-13 12:30:00
Makz, i was going to release a version with some of the fixes applied, stackable ore, performance tweaks, etc.. Still might unless you release yours, :).. I truely believe in ats and the realistic behaviors of it.
As for as CNR, it is a great system, it just doesn't have the realism that ats has, as for as crafting. There is no reason that ats can't have just as much or more resources implemented into it.
Posted by Remi Ennd ( ..xxx.xxx ) at 2003-12-06 08:04:00
Ok a litle help here. I've installed mining, and blacksmithing and crafting, but none of my players can craft anything, even just copper studs....
Posted by Anonymous ( ..xxx.xxx ) at 2003-11-08 09:26:00
I personally think CNR is better than ATS since CNR has a lot of options already, while ATS seems to have slowed down....
Posted by Anonymous ( ..xxx.xxx ) at 2003-11-08 09:26:00
I personally think CNR is better than ATS since CNR has a lot of options already, while ATS seems to have slowed down....
Posted by Makzimia De Graf ( ..xxx.xxx ) at 2003-11-06 13:20:00
Further to the weapons etc not showing after my modifications... I fixed it about 3 hrs later... needed to duplicate entries in two files... NASTY! time to look at the _h file I think.
Makz.
Posted by Tagnar ( ..xxx.xxx ) at 2003-10-29 19:39:00
Disregard my last post. I've read through some of the readme files within the ats system and seems bioware has unrestricted access to this system.
Posted by Tagnar ( ..xxx.xxx ) at 2003-10-29 13:07:00
Since there hasn't been a update to this system in such a long time, i will apply some fixes to the current system and uploaded next week. It will be Ambrosia Tradeskill System v1.00 Beta. If there are any complaints about me doing this, as i am not the original developer of this great system, please contact me. I hate to see great things go to waste. We, as the gaming community, have been waiting patiently for a update and i feel it necessary to take matters into my on hands. As alway, mojo deserves great credit for his contributions to this gaming community and all the others who have contributed fixes to the current system.
Posted by Anonymous ( ..xxx.xxx ) at 2003-10-29 12:46:00
My opinion. The animation fer the anvil be not realistic. If ye could make it to where ye actually beat on the anvil to craft items, fer one. CNR be good, but it still got a long way to go. ATS be more realistic and it is a learned trade, it not be based on how much dex this one has and how much str this one have to mine ore, etc., etc..
Posted by Anonymous ( ..xxx.xxx ) at 2003-10-29 12:30:00
CNR is a great system, has tons of materials and recipes. Only thing i don't like about it is the anvil animation, be real, when crafting a weapon or a piece of armor, you don't open the anvil and put items in, ye beat the anvil. If anyone knows how to change the animation in cnr, this would be great.
Posted by Moigan ( ..xxx.xxx ) at 2003-10-29 03:44:00
I agree, we need a list of all the tradeskills and the levels you get 'em at..It's just a teensy bit annoying not knowing when I can use what.
Posted by Hrnac ( ..xxx.xxx ) at 2003-10-28 11:18:00
Darkpaladin,
Being a big ATS fan myself, I don't want to hijack this forum, but out of curiosity why do you feel that CNR is too complicated? There is very little that you can't modify to simplify the system. I would still like to hear your thoughts so that we can continue to fine tune the system.