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kaysoky

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kaysoky

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30 comments

  1. flendaw
    flendaw
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    Unfortunately it no longer works after the update of December 18, 2024.
    1. kaysoky
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      I see you've downloaded the 1.2 version, which I've tested for the CoE 1.9 Patch (not to mention it includes a change that requires that patch to work).  Is that one not working for you?
    2. flendaw
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      Hello,
      yes, 1.2. I downloaded the file from December 19, 2024 and it doesn't work with update 1.9. Maybe because I haven't installed any DLCs and only have the base game.
    3. kaysoky
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      I just tried it without DLCs enabled, and it worked fine for me.  Disabling the DLCs decreases the testing surface too :D

      All three classes have their recipes show up and it works for the Origins too.  There are some errors in the logs (due to references to the Demonology DLC), but that doesn't cause any problems to show up in game.

      Do you have other mods installed?  And what isn't working for you?
    4. flendaw
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      Humm, maybe the problem is something else. I play Necromancer (Crafting: necromancy, 1st School: Death, 2nd School: death) but in advanced sitting I also choose 2nd crafting profession: artificer! (You can buy the pages in the game for 100 gold. It might not work there. Maybe if you have the 1st Crafting School it would works.
      So I can't see the 116 recipes for runes. It says 0/116 and I have to keep finding everything. At 116 every time it's really annoying.
    5. kaysoky
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      Hm... I haven't played with the second crafting class setting (mostly personal preference), but when I add additional crafting rooms via the dev console, the recipes show up.  (This is because the recipes are all unlocked when you start the campaign, even if they aren't part of your starting class.)

      I'm curious if anyone else has played with the second crafting class setting + with this mod.  I can try it myself, but it'll take a bit before I can do so.

      Edit: Right, it only takes 5 weeks in-game.  I just spun up a new game and ended my turn ~40 times, got the event and bought a second crafting class.  The recipes showed up after crafting the room, just as expected.  However, that's with both DLCs

      Edit 2: Works with base-game too.
    6. flendaw
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      Strange. I don't know why it doesn't work for me. I'll start a new game and quickly build the room to check again. Or maybe there are incompatibility issues with other mods.. But thanks alot for your answers :-).
    7. kaysoky
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      So you do have other mods installed?  Which ones?
    8. flendaw
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      Yes I do:
      All antagonists,
      All rooms 3 ext slots,
      Dynamic Circle Relations,
      Research Anything,
      More Weeks,
      Stack slots accept everyone,
      Start with all crafting recipes,
      Level up choices
    9. kaysoky
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      Well, I looked at all those mods, and there aren't any direct conflicts (none of the mods in that list explicitly override a file that this mod overrides).  There were some errors in "All rooms 3 ext slots" (I added a comment on that mod) and a potential problem in "Stack slots accept everyone" (it creates a new Player Faction rather than overriding the existing one).

      But when I loaded them all and started a new campaign, the recipes all showed up when I added a second/third crafting class (via dev console).
    10. flendaw
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      Hmm, my game is strange :).
  2. MiyabiSFG
    MiyabiSFG
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    This mod definitely eliminates the hassle that occurs when playing the game repeatedly. I would like to express my gratitude once again.
  3. ranxu95
    ranxu95
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    How do I install this mod?
    1. kaysoky
      kaysoky
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      See this guide for the step-by-step process of adding mods in CoE:
      https://steamcommunity.com/sharedfiles/filedetails/?id=3212146876
  4. XavierMace
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    Not sure if this is normal/expected but while I see the ore recipes (as in your 3rd screenshot), it won't let me craft them.  I slot the required ores but the craft button is grayed out and no reason is given.
    1. kaysoky
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      Have you built the second Artificer crafting room?  That is what actually unlocks the material upgrade.  (I suppose this could be an improvement, since I can move those recipes to only show up after that room is built... but that would have the same down-sides as the Demonology workaround)
    2. XavierMace
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      I have not, my memory was failing me on that requirement.
  5. Gnomee
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    Hello, to unlock demonology use:

    file: com.ownedbygravity.sf.dlc1.ogcp

    crafting/rooms/room_demonology_base.asset
     "KnownDemonologyRecipes": []  // put recipes here

    src code:

    private IEnumerator OnRoomFinished(Content<RoomRecipe> room)
    {
        foreach (ContentReference<DemonologyRecipe> knownDemonologyRecipe in room.Asset.KnownDemonologyRecipes)
        {
            Content<DemonologyRecipe> content = mContentManager.LoadAssetAsContent(knownDemonologyRecipe);
            if (content.IsSet())
            {
                AddNewRecipe(content);
            }
        }
        yield break;
    }
    1. kaysoky
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      Thanks for the pointer!

      Looks like this way of adding recipes is slightly different from the campaign-start method.  It doesn't seem to work unless you build the room, which doesn't happen in the scenarios (only in the main campaign).  And it also doesn't seem to work if you add the room via the Dev Console.

      I'll update the mod with a version that uses this.  It's better than nothing :D
    2. Gnomee
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      " "KnownDemonologyRecipes": [] " is in every room tho.
      So you could just add it to the workshop or something, haha.
      No idea what would happen if you build workshop as alchemist then.
    3. Miruem666
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      Hi. Excuse me, but can you make a version of the mod for all types of crafting using this principle? I just can't get the recipes for demonology, but not all the others.
    4. kaysoky
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      If the Demonology recipes aren't showing up, that is somewhat expected.  The 1.1 version I uploaded a few days ago has a workaround for Demonology since there isn't a built-in way to unlock them like the Alchemist/Artificer/Necromancer recipes (at campaign start).

      The workaround only functions if you build the Ritual Room (i.e. spend the gold and wait for 2 turns).  It does not work if you start with the room or add the room without building it.
    5. Miruem666
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      Before you updated the mod, I had no recipes at all. After the update, when starting a new game in Demonology, the recipes are open. But in Alchemy, Necromancy, and Artificer, there are no open recipes (all as standard). Game version 01.08.30541.
    6. kaysoky
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      If you start with Demonology, then it is expected that you won't see the recipes for the other classes.  You can't use the other classes after all.  This mod does not change the game's balance, it only precludes the need to refer to an external recipe guide.

      If you choose to enable a second crafting class, those recipes will show up when you unlock the second class.
    7. kaysoky
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      I've updated this mod for update 1.9, which added the option for Demonology recipes at campaign start.  I almost could have used my 1.0 mod version, since I preemptively used the option then, but I had missed one recipe in that one :D
  6. Voidlyn
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    God mod
  7. AizenSosuke987
    AizenSosuke987
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    hello
    This mod did not work on my game. My game version is 1.6, I have not updated it to the latest version of the game because I know that the other mods no longer work.
    Of course, I have also installed the All craft with Demonology mod (I love this mod and can't play without it anymore), is your mod compatible with this mod? Does it mean that all crafting is open at the same time?Because in your photos, only one crafting class can be seen at a time.
    Anyway, I'm happy to make this mod because I love this game, any content that can be made for it makes me happy.
    Can I have a request? Is it possible to make a mod that can build more buildings? It used to be a good mod for this game, but that mod doesn't work on the new dlc.I will be grateful if you find a way.
    1. kaysoky
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      I tested this on 1.7, but I don't see why it wouldn't work on earlier versions (assuming the mod option exists there).

      This mod works by modifying the campaign definitions with a (hard-coded) list of all crafting recipes to unlock.  The lists are separated into one for each class.  It might be that the game looks at your starting class to figure out which list to use.  And if you are starting with Demonology, then the mod won't unlock any recipes.  (Orkze confirmed that they overlooked adding a similar list for Demonology :D)

      I don't know what happens if you start with multiple crafting classes either.  But I can try to test this.
    2. kaysoky
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      I tried adding multiple crafting classes via the Dev Console, and the recipes all unlocked.

      I also tried out the "All craft with Demonology" mod and it works with this mod.  Other than Demonology recipes, all the other classes had their recipes unlocked from the start.
    3. AizenSosuke987
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      hello
      Thank you very much for your comprehensive and complete answer.
      So it is very likely that the only reason this mod doesn't work for me is my game version.