Difference between revisions of "Customizing Crafting Categories"

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imported>Herko ter Horst
imported>Herko ter Horst
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Once we've done this, we can basically follow the steps from Example 1. However, because we are defining an entirely new category, we'll want to use one of the "generic" Game Settings 'sGenericCraftKeywordName' 01 through 09 (10 is already in use by the Dawnguard DLC, so we don't want to use that). We'll change the label of the Game Setting to 'MITHRIL'. Then we lookup the corresponding Default Object 'Keyword - Generic Craftable Material Keyword' and we'll set its Keyword to our newly created 'EXAMPLE_CraftingMaterialMithril' Keyword.
Once we've done this, we can basically follow the steps from Example 1. However, because we are defining an entirely new category, we'll want to use one of the "generic" Game Settings 'sGenericCraftKeywordName' 01 through 09 (10 is already in use by the Dawnguard DLC, so we don't want to use that). We'll change the label of the Game Setting to 'MITHRIL'. Then we lookup the corresponding Default Object 'Keyword - Generic Craftable Material Keyword' and we'll set its Keyword to our newly created 'EXAMPLE_CraftingMaterialMithril' Keyword.
Of course, for this to have any visible effect in the game, we'll need to have created Constructible Objects (a.k.a. crafting recipes) for our items as well.


[[Category:Tutorials]][[Category:Community Tutorials]]
[[Category:Tutorials]][[Category:Community Tutorials]]

Revision as of 16:12, 6 September 2012

Introduction

Crafting categories, shown in-game when the player uses a crafting station such as a forge, are a way for the player to identify the material or type of item that will be crafted. Although some aspects of these categories are hard-coded, it is possible to customize them to a large degree.

Background

Categories consist of four components:

Label

This is the text that appears in-game to identify the category. For example: IRON, STEEL, IMPERIAL, JEWELRY. Note that all of the labels in the English version of the game are in uppercase. This is not a requirement. In fact, the Dawnguard DLC adds a custom category label 'Aetherium' spelt with a single capital 'A'.

Game Setting

The Game Setting is a key that provides access to a value. For categories, the value is a String that represents the label of the category. Game settings are part of the game and their keys can not be modified. Which game settings are used as categories is hard-coded in the game as well. This means the number of categories is limited by the game itself and cannot be modified using the Creation Kit. The Game Settings are found in the Creation Kit by selecting the 'Gameplay' menu and then selecting the 'Settings...' menu item.

Default Object

Default Objects are permanent objects that the game needs to access reliably. Some of the Default Objects are of the type 'keyword', meaning they point to Keyword objects in the Creation Kit. Although the list of Default Objects is determined by the game and cannot be modified, it is possible to modify the Keyword object each Default Object points to. There are a number of Default Object keywords that represent crafting materials/categories. Default Objects are found in the Creation Kit by selecting the 'Gameplay' menu and the selecting the 'Default Objects...' menu item.

Keyword

A Keyword is a named object that can be added to most other objects. We can modify the list of Keywords using the Creation Kit. Through the use of Keywords we can make sure items such as armor and weapons appear in the correct category. This only works for Keywords pointed to by a Default Object.

Default category definitions

The game defines the crafting categories through a hard-coded mapping between Default Objects and Game Settings. This mapping cannot be changed. However, we can change the label for each Game Setting and the Keyword for each Default Object. The table below shows the default configuration. The white columns can be modified using the Creation Kit, the grey columns are hard-coded in the game.

Label Game Setting Default Object Keyword Notes
DAEDRIC sDaedric Keyword - Armor Material Daedric

Keyword - Weapon Material Daedric

ArmorMaterialDaedric

WeapMaterialDaedric

DRAGON sDragon Keyword - Armor Material DragonboneDG

Keyword - Armor Material Dragonplate
Keyword - Armor Material Dragonscale

DLC1WeapMaterialDragonboneDG

ArmorMaterialDragonplate
ArmorMaterialDragonscale

new for Dawnguard
DRAUGR sDraugr Keyword - Weapon Material Draugr

Keyword - Weapon Material DraugrHoned

WeapMaterialDraugr

WeapMaterialDraugr

DWARVEN sDwarven Keyword - Armor Material Dwarven

Keyword - Weapon Material Dwarven

ArmorMaterialDwarven

WeapMaterialDwarven

EBONY sEbony Keyword - Armor Material Ebony

Keyword - Weapon Material Ebony

ArmorMaterialEbony

WeapMaterialEbony

ELVEN sElven Keyword - Armor Material Elven

Keyword - Armor Material ElvenSplinted
Keyword - Weapon Material Elven

ArmorMaterialElven

ArmorMaterialElvenGilded
WeapMaterialElven


mismatch: Splinted vs Gilded

FALMER sFalmer Keyword - Weapon Material Falmer

Keyword - Weapon Material FalmerHoned

WeapMaterialFalmer

WeapMaterialFalmerHoned

does NOT actually work in-game

does NOT actually work in-game

GLASS sGlass Keyword - Armor Material Glass

Keyword - Weapon Material Glass

ArmorMaterialGlass

WeapMaterialGlass

HIDE sHide Keyword - Armor Material Hide ArmorMaterialHide
IMPERIAL sImperial Keyword - Armor Material Imperial

Keyword - Armor Material ImperialHeavy
Keyword - Armor Material ImperialReinforced
Keyword - Weapon Material Imperial

ArmorMaterialImperialLight

ArmorMaterialImperialHeavy
ArmorMaterialImperialStudded
WeapMaterialImperial

mismatch: Imperial vs ImperialLight


mismatch: Reinforced vs Studded

IRON sIron Keyword - Armor Material Iron

Keyword - Armor Material IronBanded
Keyword - Weapon Material Iron

ArmorMaterialIron

ArmorMaterialIronBanded
WeapMaterialEbony

LEATHER sLeather Keyword - Armor Material FullLeather ArmorMaterialLeather mismatch: FullLeather vs Leather
ORCISH sOrcish Keyword - Armor Material Orcish

Keyword - Weapon Material Orcish

ArmorMaterialOrcish

WeapMaterialOrcish

STEEL sSteel Keyword - Armor Material Scaled

Keyword - Armor Material Steel
Keyword - Armor Material SteelPlate
Keyword - Weapon Material Steel

ArmorMaterialScaled

ArmorMaterialSteel
ArmorMaterialSteelPlate
WeapMaterialSteel

Stormcloak sStormcloak Keyword - Armor Material Stormcloak ArmorMaterialStormcloak does NOT actually work in-game

the game does not have any craftable objects made of this material

STUDDED sStudded Keyword - Armor Material Studded ArmorMaterialStudded only used by one item in the game: Studded Armor
WOOD sWood Keyword - Weapon Material Wood WeapMaterialHide the game does not have any craftable objects made of this material
GADGETS sGenericCraftKeywordName01 Keyword - Generic Craftable Keyword 01 -NONE-
GIZMOS sGenericCraftKeywordName02 Keyword - Generic Craftable Keyword 02 -NONE-
WHOSE-ITS sGenericCraftKeywordName03 Keyword - Generic Craftable Keyword 03 -NONE-
WHAT-ITS sGenericCraftKeywordName04 Keyword - Generic Craftable Keyword 04 -NONE-
THINGAMABOBS sGenericCraftKeywordName05 Keyword - Generic Craftable Keyword 05 -NONE-
KNICKS sGenericCraftKeywordName06 Keyword - Generic Craftable Keyword 06 -NONE-
KNACKS sGenericCraftKeywordName07 Keyword - Generic Craftable Keyword 07 -NONE-
BITS sGenericCraftKeywordName08 Keyword - Generic Craftable Keyword 08 -NONE-
BOBS sGenericCraftKeywordName09 Keyword - Generic Craftable Keyword 09 -NONE-
AetheriumDG sGenericCraftKeywordName10 Keyword - Generic Craftable Keyword 10 DLC1LD_CraftingMaterialAetheriumDG new for Dawnguard

Customizing

To customize a category, one can either change its label, change the attached Keyword (or Keywords), or both.

Example 1

The category STUDDED has only one matching item in game (Studded Armor). We decide to redefine the category as CLOTHING. To do this, we first lookup the corresponding Game Setting (sStudded). This is done most easily by entering 'sStudded' in the filter. Selecting the setting in the list will show the input field to the right containing the label for the category. Change this to CLOTHING.

GameSettings.png

At this point, all we have accomplished is for Studded Armor to appear in a category called CLOTHING. Next, we'll change the Keyword for the Default Object for the original STUDDED category. We do this by looking up the 'Keyword - Armor Material Studded' keyword in the list of Default Objects. Selecting the Default Object in the list will show the drop-down box to the right containing the Keyword. Change the Keyword to ArmorClothing.

DefaultObject.png

What we have accomplished at this point is that all items in the game that are marked with the 'ArmorClothing' Keyword will appear in the CLOTHING category, provided there is a Constructible Object (a.k.a. crafting recipe) available for the item. Note that because the 'ArmorStudded' Keyword is not mapped to any category anymore, Studded Armor will now appear in the MISC category.

Example 2

Following in the footsteps of Dawnguard, we want to create a new category for some mithril items we created for our mod. The main difference with Example 1 is that we need to create a custom Keyword to attach to our items. Because we don't have the option of mapping multiple keywords to one category (like the game does for the IMPERIAL category for example), we decide to name our Keyword 'EXAMPLE_CraftingMaterialMithril'. This way, we use just one Keyword for all items (such as armor and weapons) we add through our mod. Keywords can be added in the 'Miscellaneous'->'Keywords' section of the Object Window.

Once we've done this, we can basically follow the steps from Example 1. However, because we are defining an entirely new category, we'll want to use one of the "generic" Game Settings 'sGenericCraftKeywordName' 01 through 09 (10 is already in use by the Dawnguard DLC, so we don't want to use that). We'll change the label of the Game Setting to 'MITHRIL'. Then we lookup the corresponding Default Object 'Keyword - Generic Craftable Material Keyword' and we'll set its Keyword to our newly created 'EXAMPLE_CraftingMaterialMithril' Keyword.

Of course, for this to have any visible effect in the game, we'll need to have created Constructible Objects (a.k.a. crafting recipes) for our items as well.