Tailoring

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All kind a linen cloths, like peasant robes, peasant robes for richer peasants. Lady, headwear and dresses. And noble, court robes. Cloaks. I think there should be armors. Without cloack, you make cloak with tailor and then let it add cloack to aremor, with add some defences, and nice outfit. Like defence 48 armor, then you add, cloact to it then you have like 53 defence armor, but i dont know how to do it becouse edit every armor, to add cloack to it is hard work. Dont know is ther option to add another eqipment slot.
 
Maybe the tailor skill could let you craft things, but the perk for being a master would be the ability to add modifiers to armor and weapons. Maybe you could pay materials and spend time to turn an ordinary clothing item into a lordly one. Lower levels of skill could only apply things like thick or sturdy instead.

Or maybe it could let you remove stat requirements for armor too, so anyone can wear it.
 
Cernunos said:
Skill is ready, I just need ideas of stuff to craft people :smile:

  I was hoping to see tailoring combined with leatherworking, as they have some common areas.

  Things I hope to tailor someday, regardless of whether I have to write it or not:

merchant clothes with a temporary bonus to merchant skills (+trading)

silk based court clothing with bonus to persuasion or bard skill

silk based clothes with magic resistance or magician's robes
Heraldic court clothes would be super easy to add

materials needed for crafting enchantments such as running shoes (bonus to athletics skill)
    gloves of dexterity
    bow strings for better bows
    magical strings for bard's lute or lyre
    flying carpet ("mount" which maybe can only levitate or fly straight from a hill, thinking of writing this soon)
    tapestry for castle
      tapestry that might do something or have a quest tied to it

    backpack or saddle bags to increase inventory management skill by +1
    cloak of concealment - gives bonus to ambush or stealth attempt if all units have them
    boots of +1 pathfinding
    horse bridle to give temporary +1 riding skill

    notice module system 1.165 released 20.Jan.2015
      https://www.taleworlds.com/en/Games/Warband/Download

  with THIS expanded syntax list :
http://forums.taleworlds.com/index.php/topic,213060.0.html

  There was some discussion of adding powers to items using THIS kit
http://www.nexusmods.com/mountandblade/mods/2156/?

  I could help you with Modmerger, its fast enough to set up, at least when someone else arranges it for you the first time.

  Well, those are my short list of things I'd like to do with a tailor.

  - GS

 
Thanks for sharing your ideas :smile:
I see some cloth as giving very small temporary skill bonus are ok. Otherwise, stats or big weird bonus would came with the "enchanting" knowledge, wich would fall into the "forbidden knowledges" category (along necromancy, artefacting, alchemy...)

Maybe, shamanism should become a hidden knowledge, but I think it is already quite hard to get along. Another completely different matter. Aww wall. Back on custom settlements. I am adding buildings and their effects now, soon I will add the guilds :smile:
 
In any case, I believe that leatherworking and woodcrafting need an extra umph, to make it as useful as smithing.
Especially leatherworking, since light armor is simply inferior in Warband, with little advantage over heavy armor, so mixing in tailoring stuff is really nice.
........................................................................................

Leatherworking:

First Aid Kit - consumable wpn item, heals player for 10%
1 fur, 1 leatherwork, 1 iron, 200 denars

Medic Kit - consumable inv item, heals player for 25%
2 furs, 2 leatherwork, 1 iron, 400 denars

Medical Tent - consumable inv item, heals army for 5%
7 furs, 7 leatherworks, 1 iron

500 dnrs: Village Trader's Tunic - trade +1
1.200 dnrs: Town Trader's Tunic - trade +1, inv management +1
2.000 dnrs: Merchant Robe - trade +2, inv management +1
8.000 dnrs: Luxurious Merchant Robe - trade +3, inv management +2

500 dnrs: Bard's Novice Tunic - persuasion +1
1.200 dnrs: Bard's Journeyman Tunic - persuasion +2
2.000 dnrs: Bard's Master Tunic - persuasion +3
8.000 dnrs: Bard's Legendary Tunic - persuasion +4, leadership +1

2.000 dnrs: Lesser Noble's Tunic - leadership +1
3.000 dnrs: Noble's Tunic - leadership +1, engineer +1
5.000 dnrs: Lord's Tunic - leadership +2, engineer +1
10.000 dnrs: King's Tunic - leadership +3, engineer +2
(engineer, because everyone becomes more disciplined and works harder)

2.000 dnrs: Lesser Noble's Robe - leadership +1
3.000 dnrs: Noble's Robe - leadership +1, prisoner management +1
5.000 dnrs: Lady's Robe - leadership +2, prisoner management +1
10.000 dnrs: Queen's Robe - leadership +3, prisoner management +2
(prison mngmnt, because everyone is more likely to lay down arms)
................

Woodcrafting:
Supply Wagon - wpn item (because you're busy managing the wagon),
                          gives +2 to inventory management
12 wood, 4 leatherworks, 4000 denars

Prisoner Wagon - wpn item (because you're busy managing the wagon),
                            gives +2 prisoner management
10 wood, 6 iron, 4000 denars

Ammo Supply Box - consumable wpn item, resupply all arrows and bolts for the army
6 wood,  1 iron, 700 denars

 
Uncharted Waters would be a great example of tailoring
zykox already had a great list recepice, if there are additional feature, i would say more special Textile goods would be more useful in terms of trade
 
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