Author Topic: Adding crafting materials to the first 2 campaign modules  (Read 697 times)

Legacy_LordParbr

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Adding crafting materials to the first 2 campaign modules
« on: January 25, 2015, 06:29:49 pm »


               

How would you go about it?



               
               

               
            

Legacy_kalbaern

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Adding crafting materials to the first 2 campaign modules
« Reply #1 on: January 27, 2015, 04:00:26 pm »


               

Its not a quick and easy task by any means. You'd first need to decide what was going to be added and what the components used and costs and difficulties will be. Then you'd need to edit the various "des_craft_" 2da files controlling the item type you want to make. I.e., "des_craft_armor.2da" holds armor recipes, "des_craft+weapon.2da" holds weapon recipes, etc ... . Next you'd have to edit the default crafting conversation itself and add new options in there which will also involve a bit of scripting. Then all of your changes would need added to your override folder to take effect in the OCs.



               
               

               
            

Legacy_MrZork

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Adding crafting materials to the first 2 campaign modules
« Reply #2 on: January 31, 2015, 06:07:04 am »


               

LordParbr, are you really looking to implement the overall crafting system with armor, weapon, and trap crafting? That is certain a bit of work. But it's possible your intent is to enable the Brew Potion, Craft Wand, and Scribe Scroll feats. The first two Bioware campaign modules allow the PC to choose those feats, but do not provide the crafting materials (blank scrolls, potion bottles, or wands) needed to actually use the feats. (Actually, I think that "large bone" items do drop from skeletal opponents if the PC has a craft weapon skill of 6 or higher, as many wizards will. That bone can be crafted into a bone wand for the Craft Wand feat, so that feat at least can potentially be used if chosen.) So, it's also possible that that was what you had in mind.


 


Anyway, if you just want to enable the Brew, Craft, and Scribe feats, I think the task is mostly to pick which merchants ought to sell the raw materials (e.g. Eltoora should probably sell them) and then open those stores in the toolset and add the items to their inventories.



               
               

               
            

Legacy_WhiZard

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Adding crafting materials to the first 2 campaign modules
« Reply #3 on: February 01, 2015, 10:43:51 pm »


               

Crafting of weapons/armor is still semi-functional in both modules.  I was able to get a dwarven waraxe in the OC by looting two shield golems in the epilogue of chapter 2.  However, if you need a break-down of what you need to implement at least basic NWN crafting here are the items that you should give to merchants.


 


Weapons/armor:


Feathers


Bolt of Cloth


Leather Hide (in OC and SoU there should be plenty of this from monsters alone)


Plank of oak wood


Plank of elm wood


Ironwood planks (used for higher AC shields)


Bar of iron


Bar of steel


Bar of adamantine (optional, used for higher AC armor and helmet)


Bar of mithral (optional, used for lower spell failure armor and a shield that gives freedom)


 


Traps (already implemented in SoU)


Acid flask


Alchemist fire (I think this can be found in OC)


Caltrops


Choking powder


Coldstone


Holy water


Quartz crystal (in OC)


Skeleton's knuckle (in OC)


Tanglefoot bag


Thunderstone


 


Spells


Blank scroll


Magical potion bottle (not magic potion)


Bone wand (can be crafted from large bones)


 


Poisons


Centipede venom


Giant bee venom


Spider venom


 


Light gems (any color)