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NoOne

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NoOneKnows1

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About this mod

Changes all crafting materials to have unique characteristics. You can apply almost any effect to an item's crafting slots, so you are not stuck with lame schematics and unrelated color schemes.

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This is a lore friendly mod. Sorry this is not a fashion show or super cheat mod; seems to be the only mods on dai nexus. (¬_¬)
This is a part of the R.T.S. Mod series (coming soon-ish don't wait for it not that soon) the second major part will be Perks, Leveling, and War Table (I know, I know, but I like the idea of the war table it was just not implemented very well).

Use with frosty 1.0.6.2 or later

Changes all regular crafting materials to have unique characteristics.
Some of these come with brand new icons some others have been recolored.
Icon and Tints are more inline with each other and with leathers both are aligned with the creature colors and textures.

Stats were assigned with some sense of connection when reasonable. See second image for some examples.
  • For example: I added Warden Cotton (Tier 1 Cloth - *CN+1.25, Critical Damage+2, Melee Defense+1.25), Grey Wardens should have a high constitution to withstand the joining so warden cotton gives a bonus to constitution. I realize that the fabric has nothing to do with that but it is better than something even less connected. The Icon and fabric tint is also a dark gray where regular cotton is white.

*Changes tier 1 materials; boosting the effects for a linear curve among tier 2, 3, and 4 to an even .25 increase.
  • E.g. The effect 'Critical Chance' Tier 1 was +1.0, now it is +1.25 since T2 is +1.5, T3 is +1.75, and T4 is +2. It was either this or boost tier 3 and 4 to +2 and +2.5 respectively.
However some stats already had a logical progression such as 'Barrier Damage'.

Boosts the effect 'Health' from +10, +13, +15, and +16, to +16, +18, +20, and +24. I felt this was very under-powered.
  • E.g. Using The Skin That Stalks Schematic (this has the most metal used in the defensive slot on a single piece of armor) this was +192 to health, now +288. That is something like going to a 10% to a 20% bump. Basically worthless to more useful. My PC is a level 19 Rogue with 13 CN equaling health of 677 + 192 = 869 vs. 677 + 288 = 965. That is close to an additional +100 ave. Not too much.

Changes the materials that had split half-stat effects to only have one full effect
  • E.g. Highever weave was giving +1 magic/+.5 Willpower; now has +1.5 to magic.

Adds in a few new materials. (Most new materials will be available in another part of the R.T.S. Series).
These were unused or unused in the single player game.

Tuskets drop Tusket Ivory, not nugskin!

Correctly adds the tool tip text saying what effects are assigned to the materials.

Subtly changed yellow font tool tip; from a somewhat sickly greenish yellow to a richer golden or reddish yellow.

Removed the useless label 'Common' and 'Rare'. Left items that 'suppressed class restriction' as they were.
Added (only slightly less useless) material named labels with suitable color.

Smoothed the number of accessible materials by tier.
Leather always had the most options and metal always had the least. This is still true but to a lesser degree.

Made all critical crafting 100%. Because the way it was implemented was flawed and simply a waste of time (0%, 0%, 100% every time).

Removed the G.D. percent signs!


It is recommended to start a new game (before you pick up any materials (though iron ram leather should be fine)) to get the material names labeled correctly. Ya' know I doubt this is actually necessary.

Frosty mod install like all the rest.

My DAI Mods