Quick question on adding a craft recipe mod: If I wanted to increase the output of ignots to 3 when at smithing level 5, is that something I could add with a mod, or do I have to change the "craft" game file itself? I figured that if your hero is the "Chosen of Krong" (smithing lvl 5) he/she ought to be blessed by extra ignots. Magically. From Krong, with love.
You would have to change the craftDB.xml in the core files. HOWEVER, you could sort of fake it by making a cooldown skill that gives you a random ingot when activated.
Thanks. While I appreciate your suggestion, and I like creative work-arounds, I don't really like cooldown skills that generate items, I think it shifts the games focus from combating the dungeon to combating tedium (I may have seen someone, a developer maybe? use a similar phrase in talking about game design, my apologies for not crediting whoever it was directly, but i dont remember where i saw it.) On that note, I'm thinking of changing the burglary skill "lucky pick" to "pickpocket" in which the character is giving magical pockets that keep filling up with office supplies, which he/she knows how to open locks with. Lockpicks automatically spawn according to the same cool down as the current skill. Will changing core files impact my ability to patch/update the game?
Thanks for sharing your knowledge on the matter! I suppose the other option (for the lockpicks) is to duplicate a skillset (with new id and name stuff of course) and edit the skill(s) that I want to modify. I think I could run into some issues if I tried to use the original and the modded duplicate, but I'll just avoid that issue with some common sense. Seems like a good way to ease into the skill modding arena anyways...