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Creation Kit - Recipe question


RedMonika

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Posted

Hello...

 

What I'm wanting to do is be able to change the look and texture of DB armor in a recipe. So, I would like to be able to choose a specific look and color through crafting of shrouded armor.

 

You take Shrouded armor:

 

Spoiler

image.png.c83f4bfc1715368658f7573c806e89cd.png

 

and then have the options to make it modular. So, to separate it:

 

Spoiler

image.png.8c1c3ece8bd73d55e8cfec5da55ee69a.png

 

image.png.539a56e15594f4ad78b3f457d14c856d.png

 

Or have shorts:

 

Spoiler

image.png.cd3a4513f36122f86cc91d2835f3e427.png

 

Or have sleeveless:

 

Spoiler

image.png.44256724d5d13ecb36680ccbeac19821.png

 

or even a different color:

 

Spoiler

image.png.968ab2e1f7e6e5638cfdd91eec7f48b4.png

 

I did the the obvious and made a recipe for each if you have the armor that you could change to what you want but only the tops were accessible. Do I add another AA to the AMO record?

 

Spoiler

image.png.76d662399ccb10a6b30919da66cfe1a3.png

 

So, here if you use the recipe from the worn shrouded armor you'll get the top and pants? The pants and shorts I have at 49. Is this going to be an issue?

 

Does this make sense?

 

Thanks!

Posted

1. crafting can only produce one item type, you can't make top & pants at the same time.

(unless you use a script on a temp object sort of like the craftable torches mod does, and use it to add more than one item to player)

 

2. your body template flags will need adjusting so you can equip the split up items, i suggest looking at the armors in the Selachii shark race mod (in the follower addon)

and you need to make sure the BSDismemberSkinInstance in your nifs match the body template flags in the esp.

Posted
1 hour ago, MadMansGun said:

and you need to make sure the BSDismemberSkinInstance in your nifs match the body template flags in the esp.

Or better yet, on any piece of gear that isn't going to be slot 32, 33, 34, 38, 50 or 51 convert them to NiSkinInstance and never have to touch it again if you decide to change slot assignment or want a piece to potentially have multiple possible slot assignments.

 

EDIT: also the Campfires mod has several examples of using a scripted dummy item to produce more objects.  I'd recommend tying them to a levelled list.

 

 

Posted
3 hours ago, MadMansGun said:

1. crafting can only produce one item type, you can't make top & pants at the same time.

(unless you use a script on a temp object sort of like the craftable torches mod does, and use it to add more than one item to player)

 

2. your body template flags will need adjusting so you can equip the split up items, i suggest looking at the armors in the Selachii shark race mod (in the follower addon)

and you need to make sure the BSDismemberSkinInstance in your nifs match the body template flags in the esp.

 

2 hours ago, Seijin8 said:

Or better yet, on any piece of gear that isn't going to be slot 32, 33, 34, 38, 50 or 51 convert them to NiSkinInstance and never have to touch it again if you decide to change slot assignment or want a piece to potentially have multiple possible slot assignments.

 

EDIT: also the Campfires mod has several examples of using a scripted dummy item to produce more objects.  I'd recommend tying them to a levelled list.

 

 

 

Thanks guys!

Posted
2 hours ago, Seijin8 said:

Or better yet, on any piece of gear that isn't going to be slot 32, 33, 34, 38, 50 or 51 convert them to NiSkinInstance and never have to touch it again if you decide to change slot assignment or want a piece to potentially have multiple possible slot assignments.

 

EDIT: also the Campfires mod has several examples of using a scripted dummy item to produce more objects.  I'd recommend tying them to a levelled list.

 

 

What if I make a breakdown recipe and make a special item to do what i want? Let's say it's tailoring the armor? then using that item to create the separates?

Posted
11 hours ago, RedMonika said:

What if I make a breakdown recipe and make a special item to do what i want? Let's say it's tailoring the armor? then using that item to create the separates?

I'm not completely sure what you mean.  General overall process for this whole endeavor would look like the following (hopefully your answer is in there):

 

Get the "final" items created.  For slot masks there are a few standards around and not everyone sticks to them.  This is mine:

 

Spoiler

Capture.JPG.8f97a593c412d374ecca154c4bd1c3eb.JPG

 

The process for delivering these in game is going to be: "Tanning Rack" -> "Recipe" -> Scripted Misc Item -> Levelled List(s) -> Item output.

Work backwards through that process.

 

"Tanning Rack" can be just about anything that produces basic items.  Tanning rack, forge, Campfires items, etc.  Until it is working as you want, I'd make it something simple like a tanning rack.  Do not use alchemy tables, enchanting tables or grinding wheels for this.  There are a number of mods that have new places to create things.  Looms/spinning wheels for clothing are one example.

 

Once you have the items you want to create, generate a levelled list for how they arrive.  If a full suit (slot 32) gets broken into a top and bottom (say slots 58 and 53) then put the top and bottom together on a levelled list.  You might have a few ways you want to do this, but start with just one to test it out.  It is easy to replicate success once you have it working.

 

Scripted Misc Item can be anything.  Campfires mod makes them into Books.  It doesn't really matter, it just has to be something that would hit our inventory briefly before becoming what you need.

 

Attach a script like this:

Spoiler



Scriptname ConvertItemFromCraftingScript extends ObjectReference 

Actor property PlayerRef auto
LeveledItem property LITEM auto
MiscObject property this_item auto

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
    if akNewContainer == PlayerRef ; player gets item
        PlayerRef.AddItem(LITEM, 1) ; item delivers leveled list

        PlayerRef.RemoveItem(this_item, 1, true) ; item is removed from inventory
    endif
endEvent

;original is from Chesko's Campfires mod.

 


 

Once you have the misc object made and this script attached, assign the properties for PlayerRef, this_item and LeveledItem.

 

Create the recipe which will turn the base item into the scripted misc object.

 

Test it out.  That should do the trick.

Posted
8 hours ago, Seijin8 said:

I'm not completely sure what you mean.  General overall process for this whole endeavor would look like the following (hopefully your answer is in there):

 

Get the "final" items created.  For slot masks there are a few standards around and not everyone sticks to them.  This is mine:

 

  Reveal hidden contents

Capture.JPG.8f97a593c412d374ecca154c4bd1c3eb.JPG

 

The process for delivering these in game is going to be: "Tanning Rack" -> "Recipe" -> Scripted Misc Item -> Levelled List(s) -> Item output.

Work backwards through that process.

 

"Tanning Rack" can be just about anything that produces basic items.  Tanning rack, forge, Campfires items, etc.  Until it is working as you want, I'd make it something simple like a tanning rack.  Do not use alchemy tables, enchanting tables or grinding wheels for this.  There are a number of mods that have new places to create things.  Looms/spinning wheels for clothing are one example.

 

Once you have the items you want to create, generate a levelled list for how they arrive.  If a full suit (slot 32) gets broken into a top and bottom (say slots 58 and 53) then put the top and bottom together on a levelled list.  You might have a few ways you want to do this, but start with just one to test it out.  It is easy to replicate success once you have it working.

 

Scripted Misc Item can be anything.  Campfires mod makes them into Books.  It doesn't really matter, it just has to be something that would hit our inventory briefly before becoming what you need.

 

Attach a script like this:

  Reveal hidden contents

 



Scriptname ConvertItemFromCraftingScript extends ObjectReference 

Actor property PlayerRef auto
LeveledItem property LITEM auto
MiscObject property this_item auto

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
    if akNewContainer == PlayerRef ; player gets item
        PlayerRef.AddItem(LITEM, 1) ; item delivers leveled list

        PlayerRef.RemoveItem(this_item, 1, true) ; item is removed from inventory
    endif
endEvent

;original is from Chesko's Campfires mod.

 

 

 

 

 

Once you have the misc object made and this script attached, assign the properties for PlayerRef, this_item and LeveledItem.

 

Create the recipe which will turn the base item into the scripted misc object.

 

Test it out.  That should do the trick.

 

Well, I found out part of the problem was. half of my recipes had armortable set as the station. Not sure how that happened. I imagine I started with a tempering recipe and forgot to change that.

 

Thanks for the info. that is very helpful. I didn't really know that there were conventions used for the slots except for 32 of course

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