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Updated: 10/02/17 12:42 AM
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Horns of the Reach (3.1)
Updated:10/02/17 12:42 AM
Created:07/31/16 02:24 PM
Monthly downloads:683
Total downloads:7,195
Favorites:42
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: 1.3.0
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!


@Architecture [NA]


The credit for coming up with the Automatic Style Material idea goes to Dolgubon
- Improvement / patch for gamepad auto max improvement

- Updated Screenshot of settings panel

- 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 (20)
File Name
Version
Size
Author
Date
1.2.9
47kB
Architecture
08/15/17 01:01 AM
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


Post A Reply Comment Options
Unread 10/15/17, 04:07 AM  
callipsofacto

Forum posts: 0
File comments: 1
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Feature request

I don't know if maybe there's a reason this won't work, but I've been looking for something to reverse the order of the crafting mats, so that the highest level material available is always first. It's a small thing, but it would be nice every time I load the crafting window not to have to click right 8 times to get to rubedite/ancestor silk/etc. Is that maybe something that could be added here?
Last edited by callipsofacto : 10/15/17 at 04:08 AM.
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Unread 10/02/17, 12:41 AM  
Architecture
 
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Forum posts: 3
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Uploads: 7
Thumbs up Updated

Posted patch for auto max improvement ( NOTE: Non-gamepad users were unaffected. This was only a new gamepad-related defect -- looks like ZOS cleaned up their gamepad crafting code )

Thanks!
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Unread 10/01/17, 02:24 AM  
Architecture
 
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Forum posts: 3
File comments: 46
Uploads: 7
Originally Posted by Architecture
Originally Posted by Daeymon
Is anyone else suffering from the auto max improvement not working? Have tried with only this addon loaded and it doesn't work. I know it used to work, and I haven't been doing a lot of crafting recently, so I can't be sure when it stopped working.
I'll double check in both live and PTS (CC). On both keyboard and gamepad. I am not encountering any issues at present with auto max improvement. Thanks!
Okay, it is definitely happening to me. Iíll have this bug fully fixed first thing tomorrow AM and a patch posted very soon.
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Unread 09/25/17, 09:43 PM  
Architecture
 
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Forum posts: 3
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Uploads: 7
Originally Posted by Daeymon
Is anyone else suffering from the auto max improvement not working? Have tried with only this addon loaded and it doesn't work. I know it used to work, and I haven't been doing a lot of crafting recently, so I can't be sure when it stopped working.
I'll double check in both live and PTS (CC). On both keyboard and gamepad. I am not encountering any issues at present with auto max improvement. Thanks!
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Unread 09/18/17, 01:06 PM  
Daeymon

Forum posts: 0
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Is anyone else suffering from the auto max improvement not working? Have tried with only this addon loaded and it doesn't work. I know it used to work, and I haven't been doing a lot of crafting recently, so I can't be sure when it stopped working.
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Unread 08/15/17, 01:03 AM  
Architecture
 
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Forum posts: 3
File comments: 46
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: 46
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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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: 17
File comments: 195
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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: 127
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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: 21
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: 46
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: 5
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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: 46
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: 5
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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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