Hello, I started making a crafting system years ago before I quit playing NWN. I've decided to finish it up and I'm about half way done with it. I'm not sure if I should finish it because I'm not sure if there is enough want in the comunity to use it.
The reason I started making the crafting system is because all of the systems out there currently eat up to much of the module resources. When you are running a PW like I used to, you know all to well on how valuable resources are on a module. So I wanted to make a crafting system that left a small footprint on a mod but was very robust on what it can do. But the question was how do you do that with out adding a ton of stuff to the module and eating up resources. Silicone scout's loot system gave me the answer. If you create everything in merchant shops instead of adding it to the pallet, you leave a smaller imprint on the module but a completly customizable crafting system to fit any PW magic level.
So this is what my system does (so far, not yet done);
Mining:
Mine up to 5 different types of Ore and 15 types of gems.
Wood cutting:
Allows you to chop 4 different type of trees to get materials for Fletching and Bowyering.
Smelting:
Allows you to smelt your Ore down to useable ignots for black smithing.
Gem cutting:
Allows you to cut and polish raw mined gems to usable gems.
Blacksmithing
Create every weapon in the game and Every type of armor.
Fletching and Bowyering:
Create bows, crossbows, arrows, and bolts.
Jewel crafting (working on now)
Make jewelery of every type.
5 levels of items can be made. Rough, standard, excellent, masterworks and special recipies.
Blacksmith Special recipies can be applied to all armors and weapons. There are currently 9 completed.
There are 9 special recipies for Bowyering and Fletching.
I know all of this sounds like systems out there, but here is the big difference. None of the items created will be added to the pallet. I have created merchant shops with all the items in already. On top of that I only used items in the standard pallet and modified them in the shops. That allows this system to be added to any module with any set of haks out there. It also allows the builder to go into the shops and modify the items to the wants and needs of their mod with out having to add tons of items to his pallet.
There is only one thing that will have to be added to the pallet, 1 log book that will store all the skill level progression of the different crafting skills. Everythig else will be imported in via a crafting area added to the module. So what you get is mainly scripts and 1, book, and 1 area with all the merchant shops.
So my question is, should I finish this system up? Is there a need or want of a new crafting system???
Let me know what you think. I still might post what I have completed on the vault in the next week or so.
A new crafting system... is it needed?
Débuté par
Pattycake1
, oct. 03 2012 11:08
#1
Posté 03 octobre 2012 - 11:08
#2
Posté 04 octobre 2012 - 12:49
More choice is always needed!
I don't run a PW, play on one or two now and again to shake things up, and they both have crafting integrated into the world.
But from building single player modules, I'd say such a system that you're designing is just as attractive because it limits what needs to go into the pallet. That's a huge plus. Also, it adds a layer of diversity to a module for players to make use of if they want to.
I have basic crafting for items a player can make that revolves around the story - wood placed on a saw horse makes two wooden shafts. Two pieces of cloth added to the two shafts make two torches.
Having more options could fuel new quest ideas, or even allow a player to make some basic coin while in a town or a city, doing work for someone who might be injured or just to make some items for trading. There's flexibility involved for the player.
So yes, it's something I'd look into and examine.
FP!
I don't run a PW, play on one or two now and again to shake things up, and they both have crafting integrated into the world.
But from building single player modules, I'd say such a system that you're designing is just as attractive because it limits what needs to go into the pallet. That's a huge plus. Also, it adds a layer of diversity to a module for players to make use of if they want to.
I have basic crafting for items a player can make that revolves around the story - wood placed on a saw horse makes two wooden shafts. Two pieces of cloth added to the two shafts make two torches.
Having more options could fuel new quest ideas, or even allow a player to make some basic coin while in a town or a city, doing work for someone who might be injured or just to make some items for trading. There's flexibility involved for the player.
So yes, it's something I'd look into and examine.
FP!
#3
Posté 04 octobre 2012 - 01:51
I had started to make this years ago and posted a version of it on the vault. Since then I realized that version was horrible and started making a new one. Unfortunaly I don't have my password to that account on the vault and it wont let me reset my password. With that being said, don't look up the system from Pattycake1 on the vault. when I do post this one, I will link it here.
#4
Posté 04 octobre 2012 - 02:45
<humming while...>
My mojo is working on the Vault at the mo. You need the password reset? PM me =)
<...he goofs off>
My mojo is working on the Vault at the mo. You need the password reset? PM me =)
<...he goofs off>
#5
Posté 04 octobre 2012 - 02:49
As soon as I get home from dropping the Kirk's at school I'll pm ya
#6
Posté 04 octobre 2012 - 02:52
LOL I hate the auto correct on my phone! Mentioned kido 's not kirks
#7
Posté 04 octobre 2012 - 03:30
<being amazingly...>
Oh I just thought you had twins named Kirk One and Kirk Two ;-)
<...understanding>
Oh I just thought you had twins named Kirk One and Kirk Two ;-)
<...understanding>
#8
Posté 04 octobre 2012 - 04:02
LoL now that I got my pass to my NW Vault account (thanks again Kipp) I will be updating the crafting system here nwvault.ign.com/View.php
#9
Posté 13 octobre 2012 - 08:15
I'm trying to update this but for some odd reason it wont let me upload the file....
#10
Posté 14 octobre 2012 - 05:39
<looking less concerned...>
Did you put out a wee bowl of whiskey last night? Pretty sure that's the problem, but if I can help, let me know.
If needed, send me the file @ rolo AT amethysttapestry Dot com...
Out of curiosity, what are the updates in this version?
<...than he feels>
Did you put out a wee bowl of whiskey last night? Pretty sure that's the problem, but if I can help, let me know.
If needed, send me the file @ rolo AT amethysttapestry Dot com...
Out of curiosity, what are the updates in this version?
<...than he feels>
Modifié par Rolo Kipp, 14 octobre 2012 - 05:40 .
#11
Posté 14 octobre 2012 - 08:00
The updates:
Added Gem crafting.
Gems are now mined and cut in order of value.
Finished adding in special recipes for weapon and armor smithing.
Renamed some scripts for better understanding of use.
Added in 1 special recipe shop ( 1 out of 9).
Reworked some some scripts for better flow of leveling up skills.
Future updates:
A read me file to explain how to fully implement into a world.
Jewel crafting
Special Recipies for Bowyering and Fletching.
More special recipe shops added (this is the slow part due to having to make every item in the shops)
Possible future updates:
Leather Working and Tanning
Skinning
Tailoring
Plant harvesting
Alchemy
Update was added to Vault. For some odd reason wouldn't accept the zip file but would take a rar file.
Don Crafting System
Added Gem crafting.
Gems are now mined and cut in order of value.
Finished adding in special recipes for weapon and armor smithing.
Renamed some scripts for better understanding of use.
Added in 1 special recipe shop ( 1 out of 9).
Reworked some some scripts for better flow of leveling up skills.
Future updates:
A read me file to explain how to fully implement into a world.
Jewel crafting
Special Recipies for Bowyering and Fletching.
More special recipe shops added (this is the slow part due to having to make every item in the shops)
Possible future updates:
Leather Working and Tanning
Skinning
Tailoring
Plant harvesting
Alchemy
Update was added to Vault. For some odd reason wouldn't accept the zip file but would take a rar file.
Don Crafting System
Modifié par Pattycake1, 14 octobre 2012 - 08:11 .
#12
Posté 14 octobre 2012 - 09:03
LoL updating this I deleted the download and readded it.. oops so the download count is off...
#13
Posté 15 octobre 2012 - 12:04
Okay I messed up on the last updload. I accidently erased the entire fletching system. I just put it back in and a addition special recipe shop and the fletching and bowyering special recipes.
#14
Posté 17 octobre 2012 - 12:20
Just updated again, added second special recipe shop and better flow of blacksmithing script. Now shows what and how much of materials are needed. Also added in Fletching and Bowyering special recipes (will not say what materials are needed, that is coming in next update)
#15
Posté 17 octobre 2012 - 03:10
Dont know how the file got deleted but I put it back up.
#16
Posté 18 octobre 2012 - 02:25
Thanks for the work into this Pattycake1, I look forward to taking a peek at it =)
#17
Posté 30 octobre 2012 - 10:45
I'm checking this out. I recently scraped my efforts to rework CNR so I am in the market for a crafting system. Are you open to feedback/collaboration?
{Edit I left this comment on your NWVault page:
This still needs some work before I can review it. My first impression is that the big idea here is to use stores to hold the blueprints.
After noticing that the logbook didn't work, and a lack of documentation I didn't dig deeper. Let me know when you get that working.
You have taken a great stride forward in limiting the number of resources required by using stores to hold the blueprints, which was a good choice, but there are many scripts and conversations in this that I'd try to trim. I think using a dynamic conversation system like z-dialog would enable you to get down to the minimum of scripts required.
/edit}
{Edit I left this comment on your NWVault page:
This still needs some work before I can review it. My first impression is that the big idea here is to use stores to hold the blueprints.
After noticing that the logbook didn't work, and a lack of documentation I didn't dig deeper. Let me know when you get that working.
You have taken a great stride forward in limiting the number of resources required by using stores to hold the blueprints, which was a good choice, but there are many scripts and conversations in this that I'd try to trim. I think using a dynamic conversation system like z-dialog would enable you to get down to the minimum of scripts required.
/edit}
Modifié par henesua, 31 octobre 2012 - 12:23 .
#18
Posté 02 novembre 2012 - 01:27
I'm more than open to feed back and collaboration. Unfortunatly real life has slowed me down a bit on working on this.
The last I checked the log book worked, but I will have to double check because I just did an update on it.
I had thought about a z-dialog in the past when I first started this project but my knowledge on how to do that is very limited. So I decided to get the system working first then come back and rework it for improvements.
Yes the documentation is limited. I do plan on adding it in but again the Real Life thing has been a pain in the rear.
The last I checked the log book worked, but I will have to double check because I just did an update on it.
I had thought about a z-dialog in the past when I first started this project but my knowledge on how to do that is very limited. So I decided to get the system working first then come back and rework it for improvements.
Yes the documentation is limited. I do plan on adding it in but again the Real Life thing has been a pain in the rear.
#19
Posté 02 novembre 2012 - 01:37
Log book fixed. When I changed the script name to fit to the rest of the scripts, I forgot to change the tag of the log book..... oops....
If you noticed I started working on a jewel crafting script and convo. It is incomplete so ignore those untill I can finish working on them. But everthing else works....
If you noticed I started working on a jewel crafting script and convo. It is incomplete so ignore those untill I can finish working on them. But everthing else works....
Modifié par Pattycake1, 02 novembre 2012 - 01:39 .
#20
Posté 02 novembre 2012 - 01:49
The main production scripts that handles blacksmithing, fletching and bowyering, and gem cutting are named as follow:
craft_creatitem (blacksmithing)
craft_bowfletch (bowyering and fletching)
craft_gemcut (gem cutting)
craft_jeweler (jewel crafting [not finished])
The main material gathering scripts for smelting, mining, and wood cutting are named as follow:
craft_smelting
craft_woodcut
craft_mining
craft_minegem
Each of these scripts should have commentations in there explaining on how things works. Let me know if you still need more explaination.
craft_creatitem (blacksmithing)
craft_bowfletch (bowyering and fletching)
craft_gemcut (gem cutting)
craft_jeweler (jewel crafting [not finished])
The main material gathering scripts for smelting, mining, and wood cutting are named as follow:
craft_smelting
craft_woodcut
craft_mining
craft_minegem
Each of these scripts should have commentations in there explaining on how things works. Let me know if you still need more explaination.
Modifié par Pattycake1, 02 novembre 2012 - 01:50 .





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