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.
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 at 2003-11-0809:26:00
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 at 2003-11-0809:26:00
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 at 2003-11-0613:20:00
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 at 2003-10-2919:39:00
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 at 2003-10-2913:07:00
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 at 2003-10-2912:46:00
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 at 2003-10-2912:30:00
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 at 2003-10-2903:44:00
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 at 2003-10-2811:18:00
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. -Hrnac, Co-designer CNR Tradeskill System