Is smithy refinement part XML-editable?

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ROMMORROM

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Greetings! I want to change refinement part of smithing without involving coding. Cannot code!
1) change some values for items relating to smithing like: iron ore, charcoal, steel… I was unable to seek them out. What file are they in?
2) introduce new item “wood piece”. Wood piece to hardwood would be by analogy the way crude iron is to iron ore.
3) change and add refine formulas like:
1 iron ore + 1 charcoal = 9 crude iron (with perk)
1 iron ore + 1 charcoal = 6 crude iron
1 hardwood = 10 wood piece
10 wood piece = 1 hardwood
Is anything of above doable without coding? If so can you please point me to the necessary files?
 
Greetings! I want to change refinement part of smithing without involving coding. Cannot code!
1) change some values for items relating to smithing like: iron ore, charcoal, steel… I was unable to seek them out. What file are they in?
2) introduce new item “wood piece”. Wood piece to hardwood would be by analogy the way crude iron is to iron ore.
3) change and add refine formulas like:
1 iron ore + 1 charcoal = 9 crude iron (with perk)
1 iron ore + 1 charcoal = 6 crude iron
1 hardwood = 10 wood piece
10 wood piece = 1 hardwood
Is anything of above doable without coding? If so can you please point me to the necessary files?
IDK much about smithing, but suspect you need C# coding. I suggest you look at the Better Smithing mod https://www.nexusmods.com/mountandblade2bannerlord/mods/4318?tab=description
It has links to its source code in GitHub, which might provide pointers.
 
I have more questions about xml-editing. That’s an example of one production at Smithy Workshop:
<Production
conversion_speed="1">
<Inputs>
<Input
input_item="iron" />
</Inputs>
<Outputs>
<Output
output="ItemCategory.melee_weapons"
output_count="2" />
</Outputs>
</Production>
Can Input/Output be set to be such particular items: charcoal, iron ore, crude iron, steel. If I understand it right it would require coding, right?

Well, I guess I have to call to any coder for help. To make small Workshops mod. The features it embraces:
1) Externalize to XML smithing items (Hardwood, Charcoal, Iron Ore, Crude Iron, Wrought Iron, Iron, Steel, Fine Steel, Thamaskene Steel).
2) Externalize to XML smithing refine formulas.
3) Add Parameter "ItemCategory" to all smithing items (Hardwood, Charcoal, Iron Ore, Crude Iron, Wrought Iron, Iron, Steel, Fine Steel, Thamaskene Steel) to be able to choose’em for production Input/Output.
4) Set Workshops “Daily Wage” to 0 or externalize it. Could not find it in XML!
 
Well, I want to tell you about other improvements I think smithing part of the game needs. But they are lower priority to above.
a) Improving sheaths
I have bad time tying to provide all daggers with “holsters”. I hoped I could take these from other daggers & swords. But one serious problem pops up like I cannot tune the sheath position! Parameter “item_holster_pos_shift” doesn’t work for piece_type="Blade". And we’d need it to fit one scabbard model to multiple blades! That’s how it looks right now:



That’s an example of a dagger for demo:
<CraftingPiece
item_holster_pos_shift="20,10,-15" <<<doesn’t work
id="dagger_blade_13"
name="{=5o5DaSHZ}Barong DaggerBlade"
tier="2"
piece_type="Blade"
mesh="dagger_blade_13"
length="29"
weight="0.475">
<BuildData
previous_piece_offset="0.2" />
<BladeData
stack_amount="5"
physics_material="metal_weapon"
body_name="bo_knife_a"
holster_mesh="vlandian_blade_9_scabbard_9">
<Thrust
damage_type="Pierce"
damage_factor="2.4" />
<Swing
damage_type="Cut"
damage_factor="3.5" />
</BladeData>
<Materials>
<Material
id="Iron3"
count="2" />
</Materials>
<Flags>
<Flag
name="Civilian"
type="ItemFlags" />
</Flags>
</CraftingPiece>
Sometimes I am totally satisfied with a sword design except one important for me criterion, aesthetics. That happens coz I cannot choose the scabbard. This choise is not offered as known. Solution would be to allow to set up multiple scabbards. Let’s not fofget to add adjustment for each. Also should be added the choise “no scabbard”! If none of scabbards matches good or the blade is so nasty I want it naked all the time. That’s how it’d look like:
<CraftingPiece
item_holster_pos_shift="2,1,-1.5:20,10,-15:3.05,1,-2" <<<NEW SYSTEM
id="sturgian_blade_9"
name="{=BXW4LeQT}Cortana Blade1H"
tier="2"
piece_type="Blade"
mesh="sturgian_blade_9"
culture="Culture.sturgia"
length="56.1"
weight="0.69">
<BladeData
stack_amount="5"
physics_material="metal_weapon"
body_name="bo_sword_one_handed"
holster_mesh="sturgian_blade_9_scabbard_9:sturgian_blade_15_scabbard_15:sturgian_blade_16_scabbard_16"> <<<NEW SYSTEM
<Thrust
damage_type="Pierce"
damage_factor="2.7" />
<Swing
damage_type="Cut"
damage_factor="3.6" />
</BladeData>
<Materials>
<Material
id="Iron2"
count="2" />
<Material
id="Iron1"
count="1" />
</Materials>
<Flags>
<Flag
name="Civilian"
type="ItemFlags" />
</Flags>
</CraftingPiece>
Right now a scabbard is not saved to save files, it’s read from base xmls. Thus it’s to mod too and to make it smooth and flexible if this parameter is wrong (e.g. 3 if available only1\0) then to switch it to 1 then to 0. It would allow easier modding base xmls (during playthroughs).
Also I notice throwing knife “holsters” don’t adjust properly along with parameters “holster_mesh_length” & “piece_type_to_scale_holster_with”. In case of long blades they stick out from bottom of bag!
<CraftingTemplate
id="ThrowingKnife"
item_type="Thrown"
modifier_group="knife_throwing"
item_holsters="quiver_bolts:quiver_bolts_2:quiver_bolts_3:quiver_bolts_4"
piece_type_to_scale_holster_with="Blade" <<<doesn’t work
always_show_holster_with_weapon="true"
default_item_holster_position_offset="0,0,-0.1">
 
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