This is a Patch to update the Complete Craftsman Mod, by ChainsawXIV, to work correctly with Mask of the Betrayer installed. If you do NOT have Mask of the Betrayer installed, then using these files may cause bugs and you would probably be best off using the existing 1.13 version of the Mod. It is also compatible with SoZ, though you do not need SoZ installed for this to work.
This does not contain the full Complete Craftsman Mod. You will still need to download and install version 1.13 of the Complete Craftsman Mod for this Patch to work correctly.
I did not test every single recipe, so if one of them (or something else) was broken, please contact me so that I can fix it.
Version 1.15 - Updated two 2da files for SoZ
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There is also a Rebalanced version available.
Version 1.175 - Fixed Universal Saving Throw Bonus recipes
Version 1.174 - Shock Weapon/Gloves now use Diamond instead of Canary Diamond
- Sonic Weapon/Gloves now use Diamond instead of Star Sapphire
- Fixed Arcane Spell Failure Reduction recipes
Both the earlier Version History and an in-depth Recipe Listing are contained in the archive.
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Changes
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Arrow/Bolts/Bullets count as Simple Weapons for purposes of Craft Weapon rank requirements.
Clothes (Gloves/Robes/Belts) require a Craft Armor rank of 1.
Adamantine Gauntlets now have +2 Magic Damage.
Zalantar Heavy Shield now gets +2 AC.
Light Shields now require one Ingot/Plank/Hide.
Padded Armor now requires 1 Hide.
Removed Dragonhide Clothing recipes.
Removed +AllSkillRecipes.
Removed Shield and Shield of Faith versions of the Archmagi Robe recipe.
Removed numerous Bonus Feat recipes; Weapon Proficiencies, Armor Proficiencies, Imp.Crit.Unarmed, Knockdown
Extra Music/Rage/Smite/Turning/Wildshape, 2W-Fighting, W.Finesse, and PB Shot.
Disabled Adamantine Jewelry recipes.
Disabled Unlimited Ammo and Invulnerable Armor recipes.
Masterwork Weapons now get +1 to attack rather than a +1 enchantment.
Masterwork armor now use Obsidian defaults; masterwork armor gets a reduction in Armor Check Penalty and an increase in sale price.
Armorrulestats.2da is now compatible with Kaedrin's PRC Pack.
The +X Piercing Damage Recipes now add Magical damage instead of Piercing and require Magic Missile instead of Light.
The Ranged Weapon Attack Bonus recipes now require either the Bless or True Strike spells.
The Arrow Deflection recipe now requires Protection from Arrows instead of Mage Armor, and can now be enchanted onto
gloves/bracers/weapons in addition to armor.
The Armor Bonus recipes now require Mage Armor or Magic Vestment instead of Light.
The Immune to Critical/Sneak Attack recipe now requires Clairaud/Clairvoy instead of Banishment.
The Quick Armor recipe is now universal, and has been changed to: Air4 + Power3 + Blue Diamond
The Spell Failure Reduction recipes have been overhauled. They now use Ethereal Visage instead of Daze.
Bag of Holding recipes now uses Planar Binding instead of Grease.
Bracer +X recipes now use Shield of Faith instead of Shield, in addition to Mage Armor.
Broach of Shield recipe now uses Shield instead of Mage Armor.
Bonus Feat: Cleave recipe now uses Keen Edge instead of Identify.
Bonus Feat: Dodge recipe now uses Cat's Grace instead of Identify.
Bonus Feat: Spell Penetration recipe now uses Assay Resistance instead of Identify.
Extra Wizard Spell Slot requires Fox's Cunning instead of Shocking Grasp.
Extra Sorcerer Spell Slot requires Fire essences instead of Air essences.
Extra Sorcerer/Bard Spell Slot requires Eagle's Splendor instead of Magic Missile/Sound Burst.
Extra Cleric Spell Slot requires Water essences instead of Air essences.
Extra Druid Spell Slot requires Earth essences instead of Air essences.
Extra Cleric/Druid Spell Slot requires Owl's Wisdom instead of Bless/Entangle.
The Bless recipe now uses a Canary Diamond instead of a Blue Diamond.
The Control Undead recipe now uses an Obsidian instead of a Sapphire.
The Death Ward recipe now uses a Canary Diamond instead of a Blue Diamond.
The Hold Monster recipe now uses a Star Sapphire instead of a Canary Diamond.
The Mordenkainen's Sword recipe now ues a Jacinth instead of an Obsidian.
The Purple Light universal recipes now use a Phenelope instead of an Alexandrite.
Gloves +X Attack Bonus recipes changed to use Bless or True Strike instead of Light or Blindsight.
Gloves On-Hit recipes now match Melee versions.
Gloves Disruption recipe was changed to Wounding-On-Hit (DC 20), now uses Harm instead of Heal, and requires level 14.
Gloves Flame recipe now requires Flame Strike instead of Delayed Blast Fireball.
Gloves Frost recipe now requires Ice Storm instead of Polar Ray.
Gloves Shocking recipe can now also be used with Call Lightning.
Gloves Silence recipe is now DC=20.
Gloves Slay Undead recipe now requires Undeath to Death instead of Slay Living.
Gloves Vampiric Regeneration recipes now match the Melee Weapon versions.
Melee Acid recipe now uses Acid Splash instead of Melf's Acid Arrow.
Melee Enhancement recipes now require Greater Magic Weapon instead of Light.
Melee Disruption recipe was changed to Wounding-On-Hit (DC 20) and now uses Harm instead of Heal.
Melee Keen recipe now uses Keen Edge/Weapon of Impact instead of Keen Edge/Lightning Bolt.
Melee Massive Criticals recipe now uses Keen Edge/Weapon of Impact instead of Fireball/Flame Strike.
Melee Silence recipe is now DC=20.
Melee Slay X recipes now use Slay Living instead of Power Word Kill.
Melee Slay Undead recipe now uses Undeath to Death instead of Power Word Kill.
+Skill recipes now use Legend Lore instead of Charm Person.
+Skill recipes have been changed as follows:
Skills have been separated into 6 groups; Dialog, Physical-Natural, Physical-Skilled,
Physical-Complex, Mental, and Crafting.
Added Masterwork templates for ammunition and throwing weapons. They get +1 damage.
Added numerous Fire Mephit/Ice Mephit/Winter Wolf/Salamander Hide clothing templates and recipes.
Added several metal Gauntlet templates and recipes.
Added Dragonhide Gauntlet templates and recipe.
Added several metal Helmet templates and recipes.
Added Sling and Salamander/Winter Wolf Hide Sling templates and recipes. (1 Hide + Mold)
Added Ironwood shield/weapon templates and recipes.
Added Dragon/Wyvern Hide Shield templates and recipes.
Added Splint Mail templates and recipes.
Added Shield of Faith versions of the Wonderous Protection recipes.
Added Finger of Death versions of the Slay X recipes for Gloves and Melee Weapons.
Added Deflection recipes for Gloves. They match the melee versions.
Added more versions of the acid/fire/ice/shock/sonic recipes. Simply replace the essence.
Faint Essence = 2 damage (Level 5)
Glowing Essence = 1d10 damage (Level 15)
Radiant Essence = 2d6 damage (Level 20)
Added Damage Reduction recipes that use Stoneskin.
Radiant Power + Faint Air/Water/Earth/Fire + S.Sapphire (Level 14) = 5/- Slashing, Piercing, Bludgeoning, or Magic Damage Reduction.
Radiant Power + Weak Air/Water/Earth/Fire + B.Diamond (Level 16) = 10/- Slashing, Piercing, Bludgeoning, or Magic Damage Reduction.
Radiant Power + Glowing Air/Water/Earth/Fire + Beljuril (Level 18) = 15/- Slashing, Piercing, Bludgeoning, or Magic Damage Reduction.
Radiant Power + Radiant Air/Water/Earth/Fire + King's Tear (Level 20) = 20/- Slashing, Piercing, Bludgeoning, or Magic Damage Reduction.
Added variations to the former +X Piercing recipes: Replace the Power essence with a different essence
for different damage types (Air=Slashing, Fire=Piercing, Earth=Bludgeoning).
Added Bonus Feat: Blind Fighting universal recipe that uses Blindsight. R.Power + Beljuril (Level 15).
Added Bonus Feat: Dash universal recipe that uses Expeditious Retreat. R.Air + Beljuril (Level 15).
Added Bonus Feat: Toughness universal recipe that uses Flesh to Stone. R.Earth + Beljuril (Level 15).
Added Bonus Feat: Arcane Defense (Transmutation): Phenalope + R.Power + G.Earth + W.Air
Added Bonus Feat: Arcane Defense recipes that use the same recipes as the Bonus Feat: Spell Focus, only with a Phenalope
instead of a Fire Agate and Protection From Spells instead of Identify.
Added Slay Dwarf (DC 20) on hit: Air4 + Earth4 + Fire4 + Power4 + Rogue Stone
Added Slay Elf (DC 20) on hit: Air4 + Fire4 + Power4 + Water4 + Rogue Stone
Added Slay Half-Elf (DC 20) on hit: Air4 + Earth4 + Power4 + Water4 + Rogue Stone
Added Doom (DC 20, 100% / 2 Rounds) on Hit Melee/Glove recipe that uses Doom: Fire3 + Power3 + Water3 + Bloodstone (Level 15)
Added Level Drain (DC 20) on Hit Melee/Glove recipe that uses Energy Drain: Fire4 + Power4 + Water4 + Beljuril (Level 18)
2 Metal Ingots + Glove Mold = Metal Gauntlets
2 Red Dragon Hide + Glove Mold = Red Dragon Hide Gauntlets
1 Metal Ingot + Hat Mold = Metal Helmet
1 Red Dragon Hide + Hat Mold = Red Dragon Hide Helmet
Alexandrite
Sapphire
Star Sapphire
Blue Diamond
Beljuril
Divine Gems:
Topaz
Obsidian
Diamond
Canary Diamond
King's Tear
Cross-type Gems:
Fire Agate
Fire Opal
Ruby
Jacinth
Rogue Stone
Spell cast at level 04: Alexandrite/Topaz/Fire Agate
Spell cast at level 08: Sapphire/Obsidian/Fire Opal
Spell cast at level 12: Star Sapphire/Diamond/Ruby
Spell cast at level 16: Blue Diamond/Canary Diamond/Jacinth
Spell cast at level 20: Beljuril/King's Tear/Rogue Stone
Added numerous Fire Mephit Hide, Ice Mephit Hide, Winter Wolf Hide, and Salamander Hide recipes.
Belt: Mephit Hide and Salamander/W.Wolf Hide
Boots: Mephit Hide and Salamander/W.Wolf Hide
Cloak: Mephit Hide and Salamander/W.Wolf Hide
Gloves: Mephit Hide and Salamander/W.Wolf Hide
Hat: Mephit Hide and Salamander/W.Wolf Hide
Padded Armor: Mephit Hide and W.Wolf Hide
Robe: Mephit Hide and W.Wolf Hide
Salamander Hide's weight reduction has been reduced to 40% (just for clothes).
Winter Wolf Hide has the same properties as Salamander Hide (replacing Fire Resistance with Cold).
Fire Mephit Hide has 80% Weight Reduction and 5/- Fire Resistance. (+5 ranks to craft)
Ice Mephit Hide has 80% Weight Reduction and 5/- Cold Resistance. (+5 ranks to craft)
Added various 'instant creation' magical ammunition recipes.
Added various ammunition-related blacksmith recipes.
Darts count as Simple Weapons for purposes of Craft Weapon rank requirements.
Shurikens count as Exotic Weapons for purposes of Craft Weapon rank requirements.
Throwing Axes count as Martial Weapons for purposes of Craft Weapon rank requirements.
Dart Mold + Metal Ingot = Darts of Specific Metal
Shuriken Mold + Metal Ingot = Shurikens of Specific Metal
Throwing Axe Mold + 2 Metal Ingots = Throwing Axes of Specific Metal
This will add an infinite number of the new molds to Galen at Fort Locke, and Azim in Mulsantir. Read the included Readme file before using. It also includes recipe books listing all the new, default, and altered recipes in them.
Posted by fredamora at 2012-10-12 22:58:48 Voted 10.00 on 10/12/12
Nevermind. Must have had overlooked it when I tried armor as the base equipment. So it's an armor only enchantment, that's why. A 10 then! Thanks for this
Posted by fredamora at 2012-10-12 22:39:16 Voted 10.00 on 10/12/12
I can't seem to get damage reduction to work...tried any equipment (from armors to belts) + radiant power + any radiant element + king's tear + stoneskin (also tried the warlock's imbue item). Invalid recipe. Tried the lesser versions of the damage reduction recipes, also not working. Would have had loved to give it a 10, if not for the problems
The whole idea is that you smash the item to bits, pulverize it into powder and then extract the essence. If your extraction fails then that's part of the risk.
The new on-hit weapon spells (e.g., Vampiric Touch) result in weapons that inflict NO weapon damage, but are used as on-touch weapons that deliver the spell, although it seems to work as a normal weapon when you do a Cleave.
Might be unbalancing unless you come up against an SR you can't overcome, whereupon it suddenly swings to completely useless. _________________________ PC Game Reviews, Hints, and Walkthroughs -- The Fantasy Art of Computer Games
Does anyone have an index for the updated recipes? How can you turn off recipes that you don't want in the game if you don't know which recipes they are. The original craftsman index does not appear to match the rebalanced craftsman. _________________________ Link
Posted by DerHeiligeApfel at 2010-01-07 10:21:24 Voted 10.00 on 01/07/10
Hi there, reporting a bug concerning the universal saving throw bonus recipie.
I'm using version 1175 (Game 1.23), which changed the values for this recipie. However, the new values don't work, but the old ones do.
More specific:
In the crafting.2da, recipies 667 to 671. "Effect Output" in version 1175 is "40, 0, x, 0, 0" where x is 1 to 5.
These values however, don't work for me. I get the "Crafting suceded" message, but no new properties on the item.
With the old values in "Effect Output", "41, 0, x, 0, 0" everything works as it should.
Hello!
How to make that System working with NWN2:MotB's PW ?
I actually:
1)made an erf file with all of scripts, and imported that.
2)made a .hak with all of .UTI files whicz was implemented to the module.
3)implemented needed .2da files. But it seems it doenst work. Hmm.
Yep, that would be a way around it, and would fall under the 'Creating a New GUI' which I mentioned two posts earlier.
I know nearly nothing about XML files though, so that option isn't open to me. If someone else wants to, again, feel free. Since the Imbue Item issue affects the entire crafting system, such a GUI alteration should be really released as its own Mod. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Actually, it would be easy to fix Imbue to be PnP-correct. Just put the onus of spell selection onto the player instead of trying to auto-guess it from the script. Tie imbue feat to a script that tosses up a menu that permits the player to cast any spell in the game at his current Warlock class level, but only when a craft-box is targeted.
If the player has a craft-box targeted, imbue tosses up menu. If player doesn't have box targeted, imbue says "huh? target a craft-box!" and (optional) polymorphs the warlock into a chicken. Then run through the standard PnP UMD check for that spell and either cast it on the bench (success) or apply the failure effects.
You could even implement the "unable to retry failures until next level" feature from PnP with a blocking-feat that gets added on failure and removed on-level.
Doing that is a bit of work, but it's not impossible and not something that needs more than one person. 'Course it does have to be the right person -- the one motivated enough to really do it rather than just talk about how to do it. ^~
You can't 'fix' Imbue Item so that it will differentiate between two recipes that use the same spell. Just like you can't 'fix' polymorph to allow the PC to use Feats while shapeshifted.
It's an engine limitation.
Theoretically, you could create a GUI that allowed you to choose what spell Imbue Item would be mimicking and then have it cast that spell... but that type of system would take even more effort than just making each recipe require unique ingredients. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
I think what Offkorn is saying is this; a Warlock isn't really a spellcaster in the same way a Wizard or Sorcerer is, so the Imbue Item feat has to "fake" being each spell needed to make an item. The resulting complexity of trying to make it work is something that really requires a team effort, rather than one lone modder doing it all.
Found out what the problem with Imbue Item is... and it's not really fixable.
The crafting system works by separating recipes according the spell that's required to cast them first, and ingredients second. So you can easily have two or more recipes that use the same gems and essences as long as they require a different spell to be cast.
Now, since Imbue Item is every spell, it triggers all the recipes that use the same physical ingredients. This ranges in effect from nothing happening, to the 'wrong' recipe happening. This is an engine limitation, and the only way around it would be to make sure every single recipe has different physical components.
Making the Complete Craftsman Mod fully compatible with Imbue Item requires far more effort than I'm willing to expend. If anyone else wants to undertake the project; feel free. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Arrow of Detonation: Did you use Delayed Blast Fireball or Firestorm? Depending on spell settings (controlled by Mods like Player1's spell fixes), the spell may not trigger it correctly.
Imbue Item: I didn't alter the coding for that feat, so I don't know why it wouldn't be working. I may take a look at it later if I get time.
Posted by miksdadda at 2009-05-14 13:48:51 Voted 9.00 on 05/14/09
Love this mod but found one arrow recipe that I couldn't make work and that is "arrows of detonation". I'd also like to know if this will work with the Spell Fixes Compilation. I removed that thinking it may have been causing an issue but still had no success. I did have success creating magical +1 arrows, ice arrows, lightening arrows, and acid arrows. I'm looking forward to trying other recipes. Thanks for your hard work!
Ok maybe I am jsut retarted......or perhaps the only one who plays a warlock......but as great as this hakpak is for crafting it does not work with the warlocks imbue item ability. I try for a weapon enchanement and get bonus bard spells, armor enhancements get bonus druid spells. Not sure of how this can be fixed but would be superb if it was.
Is it safe to place this mod in the override folder, enhance an item, and then remove the mod from the folder? And will that item retain any added properties (e.g., would monk gloves in the OC retain elemental damage enhancements after the mod were removed)?
I ask because player1's Spell Fixes Compilation has numerous duplicate files, which include fixes I believe this mod does not.
Thanks!
Posted by PhoenixG at 2009-04-09 09:57:17 Voted 9.50 on 04/09/09
Kudos on the mod and thanks for all the hard work.
I just wanted to point out that I received a "You do not have the Craft Wondrous Items feat" error while trying to use Mold Spirit during The Golem's Heart sidequest. I renamed my override folder and tried again and it worked, so it's definitely something with the mod.
I don't know how much use it'll be, but here's a screenshot of the contents of my override folder
I have just about all the ones you do (and quite a few you don't) and am not having an issue. Mods of yours that I don't have: Feat Fixes, Square Minimap, F&I Big Fonts, Overland Encounter Reducer, and Overland Buffs.
Do you still have the problem after the 1.22 patch? As that makes many of those fix mods you had obsolete. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Fixed Armor Enhancement recipes. They now correctly accept Magic Vestment in addition to Mage Armor.
Also, for those that haven't noticed, I made in-game versions of the complete recipe list. Those can be found in the 'Area_Override' download.
By the way... could you provided the updated list in XLS format?
I do not have any association with Excel. By choice. The less complicated something is, the better, as I have quite enough to do as it is without worrying about color formatting issues and column size. And, besides; GameFAQs doesn't except that format.
There is an updated text file version included in the archive though, if you haven't seen it yet. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Posted by quintellarosa at 2009-03-10 05:52:26 Voted 10.00 on 03/10/09
I don't understand why many people don't like the workbenches' way of enchanting: it's awesome! And by using this enhancement... It's great!
By the way... could you provided the updated list in XLS format?
SOZ about the problem ... something seems to disable the graphic buttons, I noticed that the mod "pirate card game" by Adam Miller, which uses buttons to sacrifice graphics card does not work with the tcc.
Posted by MaXiMiUS at 2009-02-19 22:59:13 Voted 8.50
First, I tried to trade some goods with -no- mods enabled. Then, with my usual mods I know work. Both were successful, in that I was able to buy/sell in bulk, and one at a time, with no issues (though the buttons on the trading screen are a bit screwy -- if you click one of them -all- of them on that row become depressed. If you click on the row above/below, the same thing happens, and the first row returns to normal). Just to be sure, I re-downloaded 1.13 + 1.171. I enabled The Complete Craftsman (with all my regular mods removed), repeated the test.. and nothing. I cannot trade at all, no matter how many millions of times I click those buttons. Quite frustrating >:(
The only file that was updated/changed was the crafting.2da file. SoZ does not use this file at all. Even if SoZ did use it (which it doesn't) the trading and crafting systems have nothing to do with one another and use completely different files.
Trading, I should note, works perfectly fine for me (I just tested it). _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone