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Updated: 08/15/17 01:01 AM
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Horns of the Reach (3.1)
Updated:08/15/17 01:01 AM
Created:07/31/16 02:24 PM
Monthly downloads:672
Total downloads:6,305
Favorites:39
MD5:
Categories:TradeSkill Mods, Bags, Bank, Inventory, Graphic UI Mods, Miscellaneous, Utility Mods
3.1
Arch's Enhanced Crafting  Popular! (More than 5000 hits)
Version: 1.2.9
by: Architecture [More]
Quality enhancements to improve the crafting and smithing experience in a single addon!


Overview
Includes the ability to only show refinable raw materials (controllable by a toggle setting).

Also, this addon can automatically select the default crafting style to be the material with the greatest total quantity. Alternatively, the addon allows for a custom key binding to compute and (re)select the crafting style material. The crafting style can then be changed and utilized as you normally would if desired. This addon is great for scenarios such as creating an item for research or leveling purposes!

It fixes many of the shortcomings the default UI has -- such as automatic max improvement chances, fast deconstruction / refinement, etc.

Custom Control

Options

Works great out of the box. This addon also supports gamepad!

Please let me know your feedback -- thank you!


The credit for coming up with the Automatic Style Material idea goes to Dolgubon
- Horns of the Reach compatibility patches

- Fixed Raw Material count in refinement panel if using bank, inventory, and/or craftbag to store the raw material.

- Customizable "frequency" dropdown initially added. Allows ability to choose how often the automatic (re)selection of style material occurs -- eventually this will include more options such as automatically selecting crafting material after each craft action.
- Keybinding control to recalculate and choose highest quantity style material (NEW!)

- Patch for show only minimum requirement raw materials in refinement (critical fix)
- Added screenshots

- Auto Max Improvement (for both Gamepad and Keyboard)

- Fast Refinement / Deconstruction

- Added initial support for Enchanting Extraction

- Crafting Style Materials selection list (related to On/Off option: "Automatically Choose Style Material")
Optional Files (0)


Archived Files (19)
File Name
Version
Size
Author
Date
1.2.8
47kB
Architecture
08/15/17 12:50 AM
1.2.7
47kB
Architecture
07/04/17 01:03 AM
1.2.6
46kB
Architecture
05/22/17 08:43 PM
1.2.5
46kB
Architecture
05/19/17 10:11 PM
1.2.4
46kB
Architecture
05/02/17 11:44 PM
1.2.3
45kB
Architecture
03/19/17 04:28 PM
1.2.2
45kB
Architecture
01/07/17 12:08 AM
1.2.1
45kB
Architecture
01/06/17 11:47 PM
1.2.0
45kB
Architecture
12/28/16 04:45 AM
1.1.9
45kB
Architecture
12/22/16 06:05 AM
1.1.8
44kB
Architecture
12/06/16 04:53 AM
1.1.7
43kB
Architecture
11/10/16 01:37 AM
1.1.6
43kB
Architecture
10/19/16 04:28 AM
1.1.3
40kB
Architecture
10/04/16 10:26 PM
1.1.2
52kB
Architecture
09/14/16 11:33 PM
1.1.1
52kB
Architecture
09/13/16 11:23 PM
1.1.0
40kB
Architecture
09/12/16 12:30 AM
1.0.1
39kB
Architecture
08/02/16 06:09 PM
1.0.0
39kB
Architecture
07/31/16 02:24 PM


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Unread 08/15/17, 01:03 AM  
Architecture
 
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Forum posts: 3
File comments: 43
Uploads: 7
Originally Posted by Daeymon
Get the following error when entering the Decon menu in the gamepad UI:

Code:
user:/AddOns/ArchCraftingStyle/Refinement.lua:29: function expected instead of nil
stack traceback:
	user:/AddOns/ArchCraftingStyle/Refinement.lua:29: in function 'callback'
	EsoUI/Libraries/Utility/ZO_CallbackObject.lua:111: in function 'ZO_CallbackObject:FireCallbacks'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:250: in function 'ZO_Scene:SetState'
	EsoUI/Ingame/Scenes/InteractScene.lua:75: in function 'ZO_InteractScene:SetState'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:365: in function 'ZO_Scene:DetermineIfTransitionIsComplete'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:308: in function 'ZO_Scene:OnSceneFragmentStateChange'
	EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:112: in function 'ZO_SceneFragment:SetState'
	EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:118: in function 'ZO_SceneFragment:OnShown'
	EsoUI/Libraries/ZO_Scene/ZO_SceneFragmentTemplates.lua:59: in function '(anonymous)'
Now fixed in latest patch! Please let me know should you encounter any additional issues.
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Unread 08/15/17, 12:53 AM  
Architecture
 
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Forum posts: 3
File comments: 43
Uploads: 7
Originally Posted by Marazota
hey guys

with recent game update when you improving items at the station you need clear selection every time after each item, if you want to update one item only once

its very annoying feature also
dunno why ZOS added it
like you want upgrade every item to max value or what?

i believe this addon also can handle it and remove this feature
Definitely, I'll add this to the backlog and I don't think it would be too difficult
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Unread 08/15/17, 12:52 AM  
Architecture
 
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Forum posts: 3
File comments: 43
Uploads: 7
Lightbulb Update!

Posted an update to patch compatibility for HoTR.
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Unread 08/14/17, 10:29 AM  
Marazota

Forum posts: 8
File comments: 80
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hey guys

with recent game update when you improving items at the station you need clear selection every time after each item, if you want to update one item only once

its very annoying feature also
dunno why ZOS added it
like you want upgrade every item to max value or what?

i believe this addon also can handle it and remove this feature
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Unread 08/14/17, 09:32 AM  
Daeymon

Forum posts: 0
File comments: 121
Uploads: 0
Get the following error when entering the Decon menu in the gamepad UI:

Code:
user:/AddOns/ArchCraftingStyle/Refinement.lua:29: function expected instead of nil
stack traceback:
	user:/AddOns/ArchCraftingStyle/Refinement.lua:29: in function 'callback'
	EsoUI/Libraries/Utility/ZO_CallbackObject.lua:111: in function 'ZO_CallbackObject:FireCallbacks'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:250: in function 'ZO_Scene:SetState'
	EsoUI/Ingame/Scenes/InteractScene.lua:75: in function 'ZO_InteractScene:SetState'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:365: in function 'ZO_Scene:DetermineIfTransitionIsComplete'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:308: in function 'ZO_Scene:OnSceneFragmentStateChange'
	EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:112: in function 'ZO_SceneFragment:SetState'
	EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:118: in function 'ZO_SceneFragment:OnShown'
	EsoUI/Libraries/ZO_Scene/ZO_SceneFragmentTemplates.lua:59: in function '(anonymous)'
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Unread 07/12/17, 12:46 AM  
Jerkling
 
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Forum posts: 11
File comments: 20
Uploads: 0
great addon!

tho i was wondering if it were possible to implement the option to not only pre-define the style but also the material? since all my chars have max crafting level and i'm mainly using crafting for the crafting writs having always the max level material selected when opening the crafting would make live much ezier for me.

Originally Posted by Sometimes Lies
[...] At the moment the new feature doesn't seem to quite work right, though -- whenever I enable one of the advanced styles, seems to instead auto-select whatever style is furthest to the right on my bar. Maybe because I don't have all styles unlocked? Not sure... [...]
today it happened to me too on one of my toons. tho the only "advanced" style i have and always had selected is daedric.
Last edited by Jerkling : 07/13/17 at 01:23 AM.
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Unread 05/21/17, 06:03 PM  
Architecture
 
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Forum posts: 3
File comments: 43
Uploads: 7
Originally Posted by Sometimes Lies
Awesome! Thanks so much for the update

At the moment the new feature doesn't seem to quite work right, though -- whenever I enable one of the advanced styles, seems to instead auto-select whatever style is furthest to the right on my bar. Maybe because I don't have all styles unlocked? Not sure...

Sorry for the hassle! But I'm still excited about the update
Oo, no worries -- thank you for letting me know. I will double check this test case and include a patched version hopefully by end of week (if not sooner). I appreciate your patience in advance!
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Unread 05/21/17, 08:15 AM  
Sometimes Lies

Forum posts: 1
File comments: 3
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Awesome! Thanks so much for the update

At the moment the new feature doesn't seem to quite work right, though -- whenever I enable one of the advanced styles, seems to instead auto-select whatever style is furthest to the right on my bar. Maybe because I don't have all styles unlocked? Not sure...

Sorry for the hassle! But I'm still excited about the update
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Unread 05/19/17, 10:11 PM  
Architecture
 
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Forum posts: 3
File comments: 43
Uploads: 7
Originally Posted by Sometimes Lies
I know it's already been requested, but is there any progress on enabling/disabling specific styles? As it turns out, you actually can't fill an entire swimming pool with Daedra Hearts and swim in it Scrooge McDuck style.

Whoops.

I guess I just need to craft with them instead.

Any idea when, or if, we might see an update?
Today! Your comment made me laugh so much I was inspired to put this change in place. Please let me know how it works out for you in the latest release.

I have added initial support for choosing which crafting style materials to include.
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Unread 05/19/17, 05:08 PM  
Sometimes Lies

Forum posts: 1
File comments: 3
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I know it's already been requested, but is there any progress on enabling/disabling specific styles? As it turns out, you actually can't fill an entire swimming pool with Daedra Hearts and swim in it Scrooge McDuck style.

Whoops.

I guess I just need to craft with them instead.

Any idea when, or if, we might see an update?
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Unread 02/16/17, 06:28 PM  
Architecture
 
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Forum posts: 3
File comments: 43
Uploads: 7
Re: Doesn't Always Select Highest

Originally Posted by Augestflex
Still love Arch's Enhanced Crafting as it makes crafting far more efficient and better. I use it daily so keep up the great work, and thank you.

Now for the bug. Arch's no longer always selects the crafting style with the largest # of style materials.

For example, right now I have 383 Molybdenum (Breton) and 396 Amber Marble (Hollowjack) but the Molybdenum is selected first when I open the crafting station to craft even though in Addon Settings I have the following:
-Choose by Largest Quantity: ON
-Style Reset Frequency: Automatic


Thanks!
Hey Augestflex!

Thank you for the feedback! I will add an option in the near future that will allow you to designate which style(s) you would like to be included as automatically selected. Currently it only chooses from the basic blue styles. This new feature will allow it to properly use Hollowjack as described in this scenario.
Last edited by Architecture : 02/16/17 at 06:29 PM.
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Unread 02/05/17, 11:19 PM  
Augestflex

Forum posts: 4
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Doesn't Always Select Highest

Still love Arch's Enhanced Crafting as it makes crafting far more efficient and better. I use it daily so keep up the great work, and thank you.

Now for the bug. Arch's no longer always selects the crafting style with the largest # of style materials.

For example, right now I have 383 Molybdenum (Breton) and 396 Amber Marble (Hollowjack) but the Molybdenum is selected first when I open the crafting station to craft even though in Addon Settings I have the following:
-Choose by Largest Quantity: ON
-Style Reset Frequency: Automatic


Thanks!
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Unread 11/22/16, 02:10 PM  
Daeymon

Forum posts: 0
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Thankyou for the fix.

I have a small feature request. Would love some options to control which crafting material is initially selected by default.

Whenever I open the interface fresh, it always has Iron, Jute or Mapel selected and I would love for it to always select by default the Ruby materials, because I don't use the others, but have to scroll through the list each time I craft.

I'm using the Gamepad UI.
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Unread 11/10/16, 01:38 AM  
Architecture
 
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Forum posts: 3
File comments: 43
Uploads: 7
Re: Upcoming Release

Originally Posted by Architecture
Originally Posted by Daeymon
A small bug on the filter that hides the raw materials. It hides the material if its bank or bag total is not 10 or more, where it should be hiding it if the sum of the two is less than 10. So if you have 6 in your inventory and 4 in the bank, the material will be hidden, even though the overall total is 10 and you can refine.

I experience this bug on the gamepad UI, so not sure if its localised to it.
Thank you for the feedback, I will investigate and issue a hotfix very soon.
Updated with fix -- please let me know should you encounter any additional issues and I will do my best to get them fixed. Thanks!
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Unread 11/08/16, 09:57 PM  
Architecture
 
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Lightbulb Upcoming Release

Originally Posted by Daeymon
A small bug on the filter that hides the raw materials. It hides the material if its bank or bag total is not 10 or more, where it should be hiding it if the sum of the two is less than 10. So if you have 6 in your inventory and 4 in the bank, the material will be hidden, even though the overall total is 10 and you can refine.

I experience this bug on the gamepad UI, so not sure if its localised to it.
Thank you for the feedback, I will investigate and issue a hotfix very soon.
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