[MOD] Crafting Mod
Posted: Sun Mar 30, 2014 8:14 pm
I'm looking to make a mod that expands crafting to include all the items originally in the game, and to also add a tier for armor-crafting above "standard." I've mostly got the first part down - most of the blueprints now go to some vendor or another, though I know I've missed a few, and I made a blueprint for the Topper because the print never actually existed - but I wanted to know where I could find the rules for armor crafting. Every time I check a reference to an armor blueprint, it points me to the armor itself's ID. That makes sense if a blueprint is auto-generated for each armor, rather than making a whole new reference, like the game does for weapons, but I can't seem to find where the rules for armor blueprints/research are kept, i.e. what causes armors that don't have explicit crafting rules to follow the same convention as the other armors, and what causes there to be 3 tiers of armor grade.
If anybody knows/can point me in the right direction, I'd appreciate it.
I've uploaded what I've done so far. It includes:
Topper Blueprint (for crafting toppers, obtained and used the same as any other blueprint)
Triage Research (for crafting splint kits)
Advanced Triage Research (for crafting advanced splint kits)
Added certain armors to the crafting stations (not all, I'd appreciate if someone could leave a message with any they notice I've missed)
Rework of the Armored Rags armor so that the stats line up with the way the armor actually looks (this was the only armor the stats bothered me about, oddly enough)
Changes to weapon, armor, hat, under-armor, clothing, boot vendors for the Ronin, United Cities, and Holy Nation factions:
a) added many blueprints (not all, I'd appreciate if someone could leave a message with any they notice I've missed) that weren't on any vendor lists to begin with
b) tweaked the over-arching philosophy of weapon/armor sales for each faction to go with what I interpreted as their design philosophy - i.e. United Cities, as the 'nobles,' have all types of katanas and samurai gear; Ronin, the... well, ronin, have the hackers, one or two of the lighter heavy weapons, and lighter leatherish armor; Holy Nation, as the powerhouses, have all the heavy weapons and the holy armor. They all sell random various pieces of gear from other cities that traders have brought in, but only blueprints for their own gear. (If anyone wants to correct me on faction design philosophy, go ahead. Only vendor lists have been tweaked, NPC equipment has not been touched)
Version .2 available now. Includes:
Steel-folding Techniques research plan (requires research level 6 and Advanced Smithing) which unlocks:
-Weapon Smithy IV (400% max efficiency, 2 operators)
-Damascene weapon tier (currently set at 2 tiers effectiveness above Edge 5, pending balance)
Cloth Armor Crafting Station
Split all armors into crafting stations based on armor material denoted in the in-game tooltip
More armors added for sale
More armors added for crafting
Added Police Armor and Police Helmet to the Free Traders outpost vendor list (they're Free to Trade whatever they want, right? Even things that the authorities of the other factions might not want them trading)
EDIT: Confirmed, found weapon tier data under weapon manufacturers. One of the properties is weapon models, and each one has an "overall level mod" that is tied to the ability of the weapons that have that model from that manufacturer. However, still haven't found out why my Edge 4 and Edge 5 Nodachi have the same stats. Also, the Catan No. 3 level mod (40) seems to be the one that results in a weapon's derived stats being equal to its base stats? Industrial 008 has that level mod, too, but I'm beyond that point where I can still make those, so if someone could check that for me, I'd appreciate it. It'd be interesting to know why the base is at a level mod of 40. Seems random. I feel like 100 would be better, with the "overall level mod" being a percentage multiplier on the weapon's base stats. Or 1, with it being a decimal multiplier. Oh well.
EDIT Cont: I've really made my post super messy now, haven't I?
EDIT2: Is there a way to make a tech require a certain level of another tech? I.e. making a new tech require Weapon Smithing 14 before you can research it? I tried putting in a number other than 0 as val1 under the requirements property, but it didn't have any effect I could discern.
EDIT3: I seem to have hit another snag. Using mods, you can add things, but you can't take them away. If you try to remove something that's in gamedata.base, it'll still read it out of gamedata.base when the game loads. This makes it difficult for me to remove Cloth material armor from the Leather Armor Crafting Station so that you can only craft it at the Cloth Armor Crafting Station I made. Theoretically, I could use the construction kit to edit gamedata.base to remove what I want to, but then a version update would undo it, plus I wouldn't be able to share it, which is kind of the point at this juncture. If anybody knows a way around that, I'd appreciate being informed.
If anybody knows/can point me in the right direction, I'd appreciate it.
I've uploaded what I've done so far. It includes:
Topper Blueprint (for crafting toppers, obtained and used the same as any other blueprint)
Triage Research (for crafting splint kits)
Advanced Triage Research (for crafting advanced splint kits)
Added certain armors to the crafting stations (not all, I'd appreciate if someone could leave a message with any they notice I've missed)
Rework of the Armored Rags armor so that the stats line up with the way the armor actually looks (this was the only armor the stats bothered me about, oddly enough)
Changes to weapon, armor, hat, under-armor, clothing, boot vendors for the Ronin, United Cities, and Holy Nation factions:
a) added many blueprints (not all, I'd appreciate if someone could leave a message with any they notice I've missed) that weren't on any vendor lists to begin with
b) tweaked the over-arching philosophy of weapon/armor sales for each faction to go with what I interpreted as their design philosophy - i.e. United Cities, as the 'nobles,' have all types of katanas and samurai gear; Ronin, the... well, ronin, have the hackers, one or two of the lighter heavy weapons, and lighter leatherish armor; Holy Nation, as the powerhouses, have all the heavy weapons and the holy armor. They all sell random various pieces of gear from other cities that traders have brought in, but only blueprints for their own gear. (If anyone wants to correct me on faction design philosophy, go ahead. Only vendor lists have been tweaked, NPC equipment has not been touched)
Version .2 available now. Includes:
Steel-folding Techniques research plan (requires research level 6 and Advanced Smithing) which unlocks:
-Weapon Smithy IV (400% max efficiency, 2 operators)
-Damascene weapon tier (currently set at 2 tiers effectiveness above Edge 5, pending balance)
Cloth Armor Crafting Station
Split all armors into crafting stations based on armor material denoted in the in-game tooltip
More armors added for sale
More armors added for crafting
Added Police Armor and Police Helmet to the Free Traders outpost vendor list (they're Free to Trade whatever they want, right? Even things that the authorities of the other factions might not want them trading)
EDIT: Confirmed, found weapon tier data under weapon manufacturers. One of the properties is weapon models, and each one has an "overall level mod" that is tied to the ability of the weapons that have that model from that manufacturer. However, still haven't found out why my Edge 4 and Edge 5 Nodachi have the same stats. Also, the Catan No. 3 level mod (40) seems to be the one that results in a weapon's derived stats being equal to its base stats? Industrial 008 has that level mod, too, but I'm beyond that point where I can still make those, so if someone could check that for me, I'd appreciate it. It'd be interesting to know why the base is at a level mod of 40. Seems random. I feel like 100 would be better, with the "overall level mod" being a percentage multiplier on the weapon's base stats. Or 1, with it being a decimal multiplier. Oh well.
EDIT Cont: I've really made my post super messy now, haven't I?
EDIT2: Is there a way to make a tech require a certain level of another tech? I.e. making a new tech require Weapon Smithing 14 before you can research it? I tried putting in a number other than 0 as val1 under the requirements property, but it didn't have any effect I could discern.
EDIT3: I seem to have hit another snag. Using mods, you can add things, but you can't take them away. If you try to remove something that's in gamedata.base, it'll still read it out of gamedata.base when the game loads. This makes it difficult for me to remove Cloth material armor from the Leather Armor Crafting Station so that you can only craft it at the Cloth Armor Crafting Station I made. Theoretically, I could use the construction kit to edit gamedata.base to remove what I want to, but then a version update would undo it, plus I wouldn't be able to share it, which is kind of the point at this juncture. If anybody knows a way around that, I'd appreciate being informed.