Difference between revisions of "Customizing Crafting Categories"

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== Customizing ==
== Custom categories ==


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

Revision as of 18:35, 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

A category consists of four components: a label, a Game Setting, one or more Default Objects, and one or more Keywords. Only the label and the Keyword(s) can be changed.

InDepth.jpg 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'.

InDepth.jpg 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.

InDepth.jpg Default Object

Default Objects are hard-coded objects that the game can always access. 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.

InDepth.jpg Keyword

A Keyword is a named object that can be added to most other objects. You can modify the list of Keywords using the Creation Kit. Through the use of Keywords you 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 that is actually mapped to a Game Setting (as explained below).

Default categories

The game defines the crafting categories through a hard-coded mapping between Default Objects and Game Settings. This mapping cannot be changed. However, you can change the label for each Game Setting and the Keyword for each Default Object. The table below shows the default configuration.

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

Keyword - Weapon Material Daedric

ArmorMaterialDaedric

WeapMaterialDaedric

DRAGON sDragon Keyword - Armor Material Dragonbone

Keyword - Armor Material Dragonplate
Keyword - Armor Material Dragonscale

DLC1WeapMaterialDragonboneDG

ArmorMaterialDragonplate
ArmorMaterialDragonscale

mismatch: Armor vs Weap
DRAUGR sDraugr Keyword - Weapon Material Draugr

Keyword - Weapon Material DraugrHoned

WeapMaterialDraugr

WeapMaterialDraugrHoned


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

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

JEWELRY sJewelry Keyword - Jewelry ArmorJewelry mismatch: Jewelry vs ArmorJewelry
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
STUDDED sStudded Keyword - Armor Material Studded ArmorMaterialStudded used by only one item in the game: Studded Armor
WOOD sWood Keyword - Weapon Material Wood WeapMaterialWood 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

Custom categories

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). Let's say you want to redefine the category as CLOTHING. To do this, you first have to 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 you have accomplished is for Studded Armor to appear in a category called CLOTHING. Next, you'll have to change the Keyword for the Default Object for the original STUDDED category. You 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 you 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

Let's say that you want to create a new category for some mithril items you have created for your mod. The main difference with Example 1 is that in this case you need to create a custom Keyword to attach to your items. Because you don't have the option of mapping multiple keywords to one category (like the game does for the IMPERIAL category for example), you should name your Keyword something like 'EXAMPLE_CraftingMaterialMithril'. That way, you can use just one Keyword for all items (such as armor and weapons) you add in your mod. Keywords can be added in the 'Miscellaneous'->'Keywords' section of the Object Window.

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

Of course, for this to have any visible effect in the game, you'll need to create Constructible Objects (a.k.a. crafting recipes) for each of your items as well.