This collection is what I could resurrect from the old forums courtesy of N'jessi, I take no credit for the information, just the collating of its data with a proofread of links and articles that are relevant and have been archived. *A sticky would be nice*
INDEX
1. Tailoring Basics
2. Crafting Stations and Factories
3. Materials and Equipment
4. XP Progression
5. Grinding
6. Making Components
7. Experimentation or Lack Thereof
8. Fashion: Aesthetic Crafting
9. Sockets and Skill tapes
10. Bioengineered Clothing
11. Limited Use Schematics and Loot
12. Decay
13. Pricing
14. Your Template
15. Selling Your Goods & Vendor Information
16. Troubleshooting
Tailor FAQ
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UniformMarshall
- Jr. Member
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- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Last edited by UniformMarshall on Fri Aug 14, 2015 12:49 pm, edited 2 times in total.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
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- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Tailoring basics
What can I do as a tailor
Tailors can do the following:
Create clothing for aesthetics
Create clothing with enhancements
Create components for other professions to use
How do I craft an item?
Put your crafting tool in your quickbar. Then open your crafting tool. You can double click your resources into the "slots" or drag them into the "slots." If your schematic requires a component, you must craft that component first, and then load the component into the slot from your inventory.
If it calls for 20 units of fiberplast, can I use 10 of one type and 10 of another?
No. You must use the same type of resource in a single slot.
What do I do if I've made a mistake!? I only had 27 hide and I needed 40 in the slot!
Simply double click the slot and the mistaken item will come out back into your inventory.
Can I put ingredients in my backpack?
Yes. Simply double click on your backpack in the "loading" screen and you can access your backpack items. However, if you realize you made a mistake and try to double click the resource out of a slot, you will get an error. Simply use the "green arrow" to navigate back to your main inventory. Once you are there, you should be able to unload the mistaken material.
Do I have to wait until I finish creating an item before I start a new one?
No. You may create an item with a different crafting tool while the crafting tool that you just used is "counting down." A crafting tool is free for use when it has no numbers counting down.
What can I do as a tailor
Tailors can do the following:
Create clothing for aesthetics
Create clothing with enhancements
Create components for other professions to use
How do I craft an item?
Put your crafting tool in your quickbar. Then open your crafting tool. You can double click your resources into the "slots" or drag them into the "slots." If your schematic requires a component, you must craft that component first, and then load the component into the slot from your inventory.
If it calls for 20 units of fiberplast, can I use 10 of one type and 10 of another?
No. You must use the same type of resource in a single slot.
What do I do if I've made a mistake!? I only had 27 hide and I needed 40 in the slot!
Simply double click the slot and the mistaken item will come out back into your inventory.
Can I put ingredients in my backpack?
Yes. Simply double click on your backpack in the "loading" screen and you can access your backpack items. However, if you realize you made a mistake and try to double click the resource out of a slot, you will get an error. Simply use the "green arrow" to navigate back to your main inventory. Once you are there, you should be able to unload the mistaken material.
Do I have to wait until I finish creating an item before I start a new one?
No. You may create an item with a different crafting tool while the crafting tool that you just used is "counting down." A crafting tool is free for use when it has no numbers counting down.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
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- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Crafting stations and Factories
What is a crafting station and why do I need one?
A crafting station does two things. The first is that you can access some schematics, which you cannot access without standing near a station. The second is that you can make schematics.
What is the difference between a private and public crafting station?
Most schematics are available with a public crafting station. However, some complex schematics requre a private station. A private station can be either something you put in your house, or be contained in a droid.
What is a factory schematic?
A factory schematic is a way for your factory to mass-produce components that you need.
Can't I just hand-make components?
Some clothing requires "identical" panels which must come from the same factory run.
Can I use factory-created components in clothing that does not require "identical components?"
Yes! It may be more expensive (because a factory costs money and power) but it saves quite a bit of time.
Do "identical panels" have to come from the same crate?
Technically identical panels have to have the same serial number so they need to come from the same factory run. By nature, factory runs come in crates of 25. If you have 2 crates from the same factory run, with the same serial number, it is perfectly okay to use one panel from one crate and one panel from another crate in the "identical panel" slot. For ease of figuring out which crates are the same-serial as other crates, when making your factory schematic, add a DATE at the end of your name - "Synthetic Cloth 10/2"
Will I get experience from factory-crafting?
You will not get experience from a factory making components. However, you will get experience for hand-crafting the final item regardless of whether the panels came from a factory.
How do I make a factory schematic?
In order to make a schematic, craft near a crafting station. Then, you will get to a box which says either "create prototype" or "create factory schematic". Choose "create factory schematic" and you will have the option to customize, set the factory limit, and the name. The schematic will then appear in your datapad.
What limit should I set on my schematic?
You can always limit how many items are made by limiting the amount of materials you provide for their creation. If the station runs out of ingredients it will simply stop. Therefore, you can set all schematics at 1000.
How do I use the factory schematic?
Go to your factory and under options, select insert draft schematic. Choose your schematic from the list. Then load in your ingredients. Then start your factory.
What materials do I put in the factory?
You have to use the same materials you used to make the schematic. If you used nabooan fiberplast A to make the schematic, you cannot use nabooan fiberplast B to run the schematic. A simple way to tell is, after you load in your schematic, click on "list ingredients." The exact names of the resources you used should pop up, along with the ratios in which you must load the ingredients into the station.
How do I maintain my factory?
A factory must have money at all times to stay up. It is more expensive than a house. A factory without maintenence will poof in about 2 days, so be vigilant!!! A factory only uses power when it is actively running a schematic.
How many lots does a factory take up?
One lot for a wearables factory.
Can I use someone else's factory?
Yes, as long as you are on the admin list. However, the e-mails which indicate that the factory is done, or error messages, only go to the owner of the factory.
Can I use my factory as storage?
You can put ANYTHING in the input hopper of your factory. The output hopper of your factory holds completed panels, and you cannot put anything in it - once you take the crates out, that's it. Many tailors leave the completed crates in the output hopper until they need to use them. There are 100 slots of storage in the input and 100 slots of storage in the output hopper. Factories degrade quickly, however, and it is somewhat dangerous to rely upon them for storage.
What is a crafting station and why do I need one?
A crafting station does two things. The first is that you can access some schematics, which you cannot access without standing near a station. The second is that you can make schematics.
What is the difference between a private and public crafting station?
Most schematics are available with a public crafting station. However, some complex schematics requre a private station. A private station can be either something you put in your house, or be contained in a droid.
What is a factory schematic?
A factory schematic is a way for your factory to mass-produce components that you need.
Can't I just hand-make components?
Some clothing requires "identical" panels which must come from the same factory run.
Can I use factory-created components in clothing that does not require "identical components?"
Yes! It may be more expensive (because a factory costs money and power) but it saves quite a bit of time.
Do "identical panels" have to come from the same crate?
Technically identical panels have to have the same serial number so they need to come from the same factory run. By nature, factory runs come in crates of 25. If you have 2 crates from the same factory run, with the same serial number, it is perfectly okay to use one panel from one crate and one panel from another crate in the "identical panel" slot. For ease of figuring out which crates are the same-serial as other crates, when making your factory schematic, add a DATE at the end of your name - "Synthetic Cloth 10/2"
Will I get experience from factory-crafting?
You will not get experience from a factory making components. However, you will get experience for hand-crafting the final item regardless of whether the panels came from a factory.
How do I make a factory schematic?
In order to make a schematic, craft near a crafting station. Then, you will get to a box which says either "create prototype" or "create factory schematic". Choose "create factory schematic" and you will have the option to customize, set the factory limit, and the name. The schematic will then appear in your datapad.
What limit should I set on my schematic?
You can always limit how many items are made by limiting the amount of materials you provide for their creation. If the station runs out of ingredients it will simply stop. Therefore, you can set all schematics at 1000.
How do I use the factory schematic?
Go to your factory and under options, select insert draft schematic. Choose your schematic from the list. Then load in your ingredients. Then start your factory.
What materials do I put in the factory?
You have to use the same materials you used to make the schematic. If you used nabooan fiberplast A to make the schematic, you cannot use nabooan fiberplast B to run the schematic. A simple way to tell is, after you load in your schematic, click on "list ingredients." The exact names of the resources you used should pop up, along with the ratios in which you must load the ingredients into the station.
How do I maintain my factory?
A factory must have money at all times to stay up. It is more expensive than a house. A factory without maintenence will poof in about 2 days, so be vigilant!!! A factory only uses power when it is actively running a schematic.
How many lots does a factory take up?
One lot for a wearables factory.
Can I use someone else's factory?
Yes, as long as you are on the admin list. However, the e-mails which indicate that the factory is done, or error messages, only go to the owner of the factory.
Can I use my factory as storage?
You can put ANYTHING in the input hopper of your factory. The output hopper of your factory holds completed panels, and you cannot put anything in it - once you take the crates out, that's it. Many tailors leave the completed crates in the output hopper until they need to use them. There are 100 slots of storage in the input and 100 slots of storage in the output hopper. Factories degrade quickly, however, and it is somewhat dangerous to rely upon them for storage.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
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- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Materials and Equipment
What crafting tool will I need?
You will need a clothing/armor crafting tool - although at first most of your schematics are available with the generic crafting tool, later on you will need a specialized tool. You cannot make one of those yourself unless you train in artisan engineering. Usually, master artisans can experiment these up - supposedly experimenting on crafting tools gives a lower chance to critical fail.
How many crafting tools will I need?
I would recommend at least 4. You can start crafting with a new tool while the tool you just used is busy creating the prototype (you should see the numbers counting down).
What materials will I need?
You will need the following, but not necessarily all at once. If you want to check what materials you will need for future schematics in a particular line, see http://swgcraft.co.uk/dev/home.php. Here is a complete list
General materials:
Fiberplast
Polymer - though many items will accept lubricating oil, others will not. Best to just mine Polymer
Steel
Copper
Metals of any type (though it's more efficient to just mine steel or copper
Amorphous Gemstone
Crystalline Gemstone
Wooly Hides
Bristley Hides
Any Hides
Iron (in small amounts)
Ore (in small amounts)
Bone (in small amounts)
Avian meat (in small amounts)
Specific materials (in small amounts)
Plexite Amorphous Gemstone
Green Diamond Crystalline Gemstone
Thoraneum Steel
Titanium Aluminum
Tatooine Wooly Hide
Nabooan Scaley Hide
Does resource quality matter?
Nope. Not at all. Not for regular clothes, not for BE clothing. It only matters for wookiee armor segments (see below).
What sort of station will I need?
You will need a clothing and armor crafting station. You can use a stationary one or a droid.
What sort of factory will I need?
A wearables factory. Around tier 3, some schematics will require "identical panels from a factory crate." This means that you must produce those panels in a factory.
What crafting tool will I need?
You will need a clothing/armor crafting tool - although at first most of your schematics are available with the generic crafting tool, later on you will need a specialized tool. You cannot make one of those yourself unless you train in artisan engineering. Usually, master artisans can experiment these up - supposedly experimenting on crafting tools gives a lower chance to critical fail.
How many crafting tools will I need?
I would recommend at least 4. You can start crafting with a new tool while the tool you just used is busy creating the prototype (you should see the numbers counting down).
What materials will I need?
You will need the following, but not necessarily all at once. If you want to check what materials you will need for future schematics in a particular line, see http://swgcraft.co.uk/dev/home.php. Here is a complete list
General materials:
Fiberplast
Polymer - though many items will accept lubricating oil, others will not. Best to just mine Polymer
Steel
Copper
Metals of any type (though it's more efficient to just mine steel or copper
Amorphous Gemstone
Crystalline Gemstone
Wooly Hides
Bristley Hides
Any Hides
Iron (in small amounts)
Ore (in small amounts)
Bone (in small amounts)
Avian meat (in small amounts)
Specific materials (in small amounts)
Plexite Amorphous Gemstone
Green Diamond Crystalline Gemstone
Thoraneum Steel
Titanium Aluminum
Tatooine Wooly Hide
Nabooan Scaley Hide
Does resource quality matter?
Nope. Not at all. Not for regular clothes, not for BE clothing. It only matters for wookiee armor segments (see below).
What sort of station will I need?
You will need a clothing and armor crafting station. You can use a stationary one or a droid.
What sort of factory will I need?
A wearables factory. Around tier 3, some schematics will require "identical panels from a factory crate." This means that you must produce those panels in a factory.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
-
UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
XP progression
What do I craft first?
You must get novice artisan and go up the domestic arts line to progress until you have enough xp for Novice Tailor. Please note, that it is actually more beneficial to reach Engineering 3 in artisan and use Wind Generators to grind up the Domestic Arts line, as well as provide you want you need in the Business Line if you intend to have vendors and enter the Merchant Profession.
Then what do I craft?
Make sure you are crafting a tailor item and not a domestic arts item. You will only get tailor xp from a tailor item, and will get general artisan xp from a domestic arts item. See farther down for grinding methods.
What is practice mode?
Practice mode is what you use when you don't think you can sell your items. You don't actually produce the item, and you get 5% additional xp.
Do I get xp from a factory creating items?
No.
So many people "grind" to master. How will I compete and make money if I'm not a master yet?
One option is to buy a factory and make panels for sale to other professions. Armorsmiths use fiberplast panels (domestic 1), synth panels (novice tailor) and reinforced fiber panels (Field 2). To a lesser degree, Chefs use trim (formal 1) for kegs, and Architects use reinforced fiber panels and fiberplast panels for tents. If you want to sell tailored goods, I will post a small selection of archived old Tailor Pages and Websites
Do I need to open my own shop?
That's really your call. Some tailors like to open their shops right away, while others like to sell on the bazaar until they hit master tailor. Some tailors do custom orders only. Choose whatever suits your lifestyle best.
How do I become a merchant?
You go through the Business Line in Artisan by grinding Artisan XP until you get to Business 3, at that point you will have the ability to create a fairly unsophisticated vendor in a public house that you own or have vendor rights to. You get xp for people visiting your vendor, when I did it, I put excess resources on my vendor like a fire sale. I got 6k Merchant xp in a couple of days.
How do I train?
If you need novice tailor, you must find an NPC Trainer. For all other skills you can find a tailor on your server. Be sure to be polite and even tip if you are able. After all, he or she is saving you considerable time, travel, and money.
Tailor Trainers
Tatooine - Bestine -1352 -3679
Naboo - Moenia City 4858 -4799
Rori - Restuss 5209 5729
Talus - Dearic 369 -2877
Corellia - Doaba Guerfel 3077 5251
What does each line do?
Field wear: rugged gear schematics, and backpacks.
Casual wear: basic items, and some fun stuff like hawtpants and bustiers
Formal wear: the gowns and fancy skirts
Tailoring: additional colors and an increased chance to get sockets
What line should I go up in first?
It depends on what you want. If you want to progress faster, go up field wear so that you can "grind" cartridge belts. If you want to sell "dance wear" and cater to entertainers, you would want to go up the casual line first for bustiers, and then probably up "tailoring" next for bright colors.
Where are those links you promised me?
Ok first of all:
Galaxy Harvester for Resources: http://www.galaxyharvester.net
SWGcraft for Schematics: http://swgcraft.co.uk/dev/home.php
TK Fashions for Clothing and Color Palettes: http://tkfashion.tyger.org/
Sample 255 Color Palette: http://homepage.ntlworld.com/dabandey/255_palette.jpg
Online Color Palette Wheel: http://paletton.com
Ok so what about Grinding?
Next section padawan
What do I craft first?
You must get novice artisan and go up the domestic arts line to progress until you have enough xp for Novice Tailor. Please note, that it is actually more beneficial to reach Engineering 3 in artisan and use Wind Generators to grind up the Domestic Arts line, as well as provide you want you need in the Business Line if you intend to have vendors and enter the Merchant Profession.
Then what do I craft?
Make sure you are crafting a tailor item and not a domestic arts item. You will only get tailor xp from a tailor item, and will get general artisan xp from a domestic arts item. See farther down for grinding methods.
What is practice mode?
Practice mode is what you use when you don't think you can sell your items. You don't actually produce the item, and you get 5% additional xp.
Do I get xp from a factory creating items?
No.
So many people "grind" to master. How will I compete and make money if I'm not a master yet?
One option is to buy a factory and make panels for sale to other professions. Armorsmiths use fiberplast panels (domestic 1), synth panels (novice tailor) and reinforced fiber panels (Field 2). To a lesser degree, Chefs use trim (formal 1) for kegs, and Architects use reinforced fiber panels and fiberplast panels for tents. If you want to sell tailored goods, I will post a small selection of archived old Tailor Pages and Websites
Do I need to open my own shop?
That's really your call. Some tailors like to open their shops right away, while others like to sell on the bazaar until they hit master tailor. Some tailors do custom orders only. Choose whatever suits your lifestyle best.
How do I become a merchant?
You go through the Business Line in Artisan by grinding Artisan XP until you get to Business 3, at that point you will have the ability to create a fairly unsophisticated vendor in a public house that you own or have vendor rights to. You get xp for people visiting your vendor, when I did it, I put excess resources on my vendor like a fire sale. I got 6k Merchant xp in a couple of days.
How do I train?
If you need novice tailor, you must find an NPC Trainer. For all other skills you can find a tailor on your server. Be sure to be polite and even tip if you are able. After all, he or she is saving you considerable time, travel, and money.
Tailor Trainers
Tatooine - Bestine -1352 -3679
Naboo - Moenia City 4858 -4799
Rori - Restuss 5209 5729
Talus - Dearic 369 -2877
Corellia - Doaba Guerfel 3077 5251
What does each line do?
Field wear: rugged gear schematics, and backpacks.
Casual wear: basic items, and some fun stuff like hawtpants and bustiers
Formal wear: the gowns and fancy skirts
Tailoring: additional colors and an increased chance to get sockets
What line should I go up in first?
It depends on what you want. If you want to progress faster, go up field wear so that you can "grind" cartridge belts. If you want to sell "dance wear" and cater to entertainers, you would want to go up the casual line first for bustiers, and then probably up "tailoring" next for bright colors.
Where are those links you promised me?
Ok first of all:
Galaxy Harvester for Resources: http://www.galaxyharvester.net
SWGcraft for Schematics: http://swgcraft.co.uk/dev/home.php
TK Fashions for Clothing and Color Palettes: http://tkfashion.tyger.org/
Sample 255 Color Palette: http://homepage.ntlworld.com/dabandey/255_palette.jpg
Online Color Palette Wheel: http://paletton.com
Ok so what about Grinding?
Next section padawan
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
-
UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Grinding
What do I grind to get Domestic Arts 1-4 and Novice Tailor?
The artisan forum has a good FAQ on how to grind artisan lines. FAQ here: http://swgawakening.com/viewtopic.php?f=46&t=677
What do I grind to get to Master Tailor?
Stock up on Fiberplast and Steel. Make Ribbed Shirts until you get Field Wear 4. Then grind Cartridge Belts, which take Inert Petrochemicals, Steel, and Metal.
What Resources Will I need?
RIBBED SHIRTS up to Field IV
32000 TXP = 218 Ribbed Shirts = 6540 Fiberplast and 6540 Metals
44800 TXP = 305 Ribbed Shirts = 9142 Fiberplast and 9142 Metals
57600 TXP = 392 Ribbed Shirts = 11755 Fiberplast and 11755 Metals
70400 TXP = 479 Ribbed Shirts = 14367 Fiberplast and 14367 Metals
CARTRIDGE BELTS (X 3) up to Master
32000 TXP = 108 Cartridge Belts = 5400 Inert Petrochemical 2700 Metals and 3780 Steel
44800 TXP = 150 Cartridge Belts = 7500 Inert Petrochemical 3750 Metals and 5250 Steel
57600 TXP = 193 Cartridge Belts = 9650 Inert Petrochemical 4825 Metals and 6755 Steel
70400 TXP = 236 Cartridge Belts = 11800 Inert Petrochemical 5900 Metals and 8260 Steel
Approx Totals:
42000 Fiberplast
104000 Inert Petro
94000 Metal
73000 Steel
I need a tailor macro
Courtesy of AydenTrodak(Bloodfin)
1.3k XP per minute
Put the macro in your toolbar slot 1. And put 8 crafting tools in the second row of your hotkeys.
/ui action toolbarSlot12;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot13;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot14;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot15;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot16;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot17;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot18;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot19;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot00;
What am I doing wrong? I'm not getting xp!
Unlike most xp in-game, crafting xp comes in stealthily and doesn't give you a system message. However, if you look at the numbers and you are truly not gaining xp, simply relog, and the xp should catch up. Alternatively, there could be a macro issue that is preventing your macro from creating practice prototypes. To make sure your macro is working, look at your crafting tools and see if each has a "countdown" number when you use it. If no countdown numbers are appearing when you use your macro, something is wrong. (Most likely you are next to a crafting station when you should not be).
What do I grind to get Domestic Arts 1-4 and Novice Tailor?
The artisan forum has a good FAQ on how to grind artisan lines. FAQ here: http://swgawakening.com/viewtopic.php?f=46&t=677
What do I grind to get to Master Tailor?
Stock up on Fiberplast and Steel. Make Ribbed Shirts until you get Field Wear 4. Then grind Cartridge Belts, which take Inert Petrochemicals, Steel, and Metal.
What Resources Will I need?
RIBBED SHIRTS up to Field IV
32000 TXP = 218 Ribbed Shirts = 6540 Fiberplast and 6540 Metals
44800 TXP = 305 Ribbed Shirts = 9142 Fiberplast and 9142 Metals
57600 TXP = 392 Ribbed Shirts = 11755 Fiberplast and 11755 Metals
70400 TXP = 479 Ribbed Shirts = 14367 Fiberplast and 14367 Metals
CARTRIDGE BELTS (X 3) up to Master
32000 TXP = 108 Cartridge Belts = 5400 Inert Petrochemical 2700 Metals and 3780 Steel
44800 TXP = 150 Cartridge Belts = 7500 Inert Petrochemical 3750 Metals and 5250 Steel
57600 TXP = 193 Cartridge Belts = 9650 Inert Petrochemical 4825 Metals and 6755 Steel
70400 TXP = 236 Cartridge Belts = 11800 Inert Petrochemical 5900 Metals and 8260 Steel
Approx Totals:
42000 Fiberplast
104000 Inert Petro
94000 Metal
73000 Steel
I need a tailor macro
Courtesy of AydenTrodak(Bloodfin)
1.3k XP per minute
Put the macro in your toolbar slot 1. And put 8 crafting tools in the second row of your hotkeys.
/ui action toolbarSlot12;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot13;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot14;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot15;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot16;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot17;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot18;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot19;
/sel 46;
/pause 4;
/next;
/next;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 2;
/ui action toolbarSlot00;
What am I doing wrong? I'm not getting xp!
Unlike most xp in-game, crafting xp comes in stealthily and doesn't give you a system message. However, if you look at the numbers and you are truly not gaining xp, simply relog, and the xp should catch up. Alternatively, there could be a macro issue that is preventing your macro from creating practice prototypes. To make sure your macro is working, look at your crafting tools and see if each has a "countdown" number when you use it. If no countdown numbers are appearing when you use your macro, something is wrong. (Most likely you are next to a crafting station when you should not be).
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
-
UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Making components
What components do other crafters use?
Synth cloth
Armorsmiths
Doctors - fire blankets
Architects - high end furniture
Reinforced Fiber Panels
Armorsmiths
Architects - tents
Trim
Chefs - casks
Fiberplast panels
Armorsmiths
Architects - tents
Armor padding - A.K.A. "wookiee pillows"
Armorsmiths
(Yes, this is the only component that we make and cannot use ourselves.)
What do I do if a crafter asks me for components?
That's really up to you. You can 1) say no, 2) provide the items in crates, or 3) make the crafter a schematic using his materials.
If you are a master tailor, you may be too busy to do it, so it might be nice to refer the crafter to an up-and-coming tailor who is more willing and needs cash. The tailor will make money, the crafter will get his items, and you will have more time for doing whatever you were swamped doing before.
If you choose to provide the crates of items, make sure you don't sell yourself short. The crafter may argue that materials go for 2 or 3 cpu on the open market, and will not take into account costs of factory maintenence and power. Make sure to add in all your overhead costs so you don't lose money on the transaction.
In terms of making schematics from the crafter's own materials, it's a simple matter of taking his materials, making a schematic to your datapad, trading him the schematic from the datapad, and the armorsmith himself runs it through his own factory. Many armorsmiths will expect this service for free, and it's your choice whether or not to provide it for free or for a fee (it will probably depend on whether it's a friend or stranger). Although the armorsmith may argue that it only takes time, that is time you could spend making money in another form, so be firm about a fee if you want one. The result of not charging a fee may be a huge amount of time making schematics for free, and not enough time making your own product.
What components do other crafters use?
Synth cloth
Armorsmiths
Doctors - fire blankets
Architects - high end furniture
Reinforced Fiber Panels
Armorsmiths
Architects - tents
Trim
Chefs - casks
Fiberplast panels
Armorsmiths
Architects - tents
Armor padding - A.K.A. "wookiee pillows"
Armorsmiths
(Yes, this is the only component that we make and cannot use ourselves.)
What do I do if a crafter asks me for components?
That's really up to you. You can 1) say no, 2) provide the items in crates, or 3) make the crafter a schematic using his materials.
If you are a master tailor, you may be too busy to do it, so it might be nice to refer the crafter to an up-and-coming tailor who is more willing and needs cash. The tailor will make money, the crafter will get his items, and you will have more time for doing whatever you were swamped doing before.
If you choose to provide the crates of items, make sure you don't sell yourself short. The crafter may argue that materials go for 2 or 3 cpu on the open market, and will not take into account costs of factory maintenence and power. Make sure to add in all your overhead costs so you don't lose money on the transaction.
In terms of making schematics from the crafter's own materials, it's a simple matter of taking his materials, making a schematic to your datapad, trading him the schematic from the datapad, and the armorsmith himself runs it through his own factory. Many armorsmiths will expect this service for free, and it's your choice whether or not to provide it for free or for a fee (it will probably depend on whether it's a friend or stranger). Although the armorsmith may argue that it only takes time, that is time you could spend making money in another form, so be firm about a fee if you want one. The result of not charging a fee may be a huge amount of time making schematics for free, and not enough time making your own product.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
-
UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Experimentation or lack thereof
I don't have the option to experiment!
Experimentation was taken out of clothing a while ago. There are still skill tapes in-game that have bonuses to clothing experimentation, as well as the looted-schematic apron. Ah well.
Wait, I have the option to experiment on armor segments which go into wookiee armor. And stat quality matters! Filthy liar!
Ok, ok, that's true, but only for that one segment. Each segments takes 15 hide, 10 wooly hide, 5 fiberplast. You can experiment on 2 stats: Durability (hams) and Quality (protection). Masters get 10 experimentation points, same as every other elite crafting profession. The pertinent stats are:
Armor action encumbrance: 50% OQ, 50% UT
Armor health encumbrance: 100% OQ
Armor integrity: 50% OQ, 50% SR
Armor mind encumbrance: 50% OQ, 50% SR
Armor Effectiveness:50% OQ, 50% SR
Realistically, it will be difficult for you to gather hides (wooly hides, no less!) with the required high overall quality and shock resist. It is more likely that an armorsmith will request a schematic from his own ingredients. However, if you do manage to get the materials and wish to sell these segments, then follow this advice:
First, from all looks, it appears that the Encumberance on this armor is very low, owing to the fact that it is only 4 pieces per suit. For this reason, you need not concern yourself with the durability experimentation line of your construction.
Armorsmiths will be looking for only high stats from the QUALITY line. For this you will need materials with high OQ and SR. This shouldn't be too hard. Take note of the percentage experimentation you get up to on this line, and name your crates/schematics according to this percentage (IE: Padded Segment 93%). Once you pass 75%, it will provide 4% base which all armorsmiths will want at the least, but if you can get up to 90% or more, it will sell better (even though it still says 4% base, there is a hidden fraction which can help us make better stuff sometimes)
I might suggest scaley or bristley hide for the unnamed hide slot, cause you can usually buy it much cheaper than the others, and with much better stats oftentimes too. But the best hide will be what you want to use. Wooly is usually difficult to come by unless you hunt it yourself or hire a ranger. Fiberplast is easy to find with good OQ and SR.
If you have extra points after maxing Quality, put em into durability, but really this won't make much difference to us. Hope this makes it pretty clear what to experiment on, and what kind of hides you need. Good luck.
I don't have the option to experiment!
Experimentation was taken out of clothing a while ago. There are still skill tapes in-game that have bonuses to clothing experimentation, as well as the looted-schematic apron. Ah well.
Wait, I have the option to experiment on armor segments which go into wookiee armor. And stat quality matters! Filthy liar!
Ok, ok, that's true, but only for that one segment. Each segments takes 15 hide, 10 wooly hide, 5 fiberplast. You can experiment on 2 stats: Durability (hams) and Quality (protection). Masters get 10 experimentation points, same as every other elite crafting profession. The pertinent stats are:
Armor action encumbrance: 50% OQ, 50% UT
Armor health encumbrance: 100% OQ
Armor integrity: 50% OQ, 50% SR
Armor mind encumbrance: 50% OQ, 50% SR
Armor Effectiveness:50% OQ, 50% SR
Realistically, it will be difficult for you to gather hides (wooly hides, no less!) with the required high overall quality and shock resist. It is more likely that an armorsmith will request a schematic from his own ingredients. However, if you do manage to get the materials and wish to sell these segments, then follow this advice:
First, from all looks, it appears that the Encumberance on this armor is very low, owing to the fact that it is only 4 pieces per suit. For this reason, you need not concern yourself with the durability experimentation line of your construction.
Armorsmiths will be looking for only high stats from the QUALITY line. For this you will need materials with high OQ and SR. This shouldn't be too hard. Take note of the percentage experimentation you get up to on this line, and name your crates/schematics according to this percentage (IE: Padded Segment 93%). Once you pass 75%, it will provide 4% base which all armorsmiths will want at the least, but if you can get up to 90% or more, it will sell better (even though it still says 4% base, there is a hidden fraction which can help us make better stuff sometimes)
I might suggest scaley or bristley hide for the unnamed hide slot, cause you can usually buy it much cheaper than the others, and with much better stats oftentimes too. But the best hide will be what you want to use. Wooly is usually difficult to come by unless you hunt it yourself or hire a ranger. Fiberplast is easy to find with good OQ and SR.
If you have extra points after maxing Quality, put em into durability, but really this won't make much difference to us. Hope this makes it pretty clear what to experiment on, and what kind of hides you need. Good luck.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
-
UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Fashion: Aesthetic Crafting
There are so many colors - how do I decide which to use and how to label them for matching?
In general, people want the bright master colors and black/white/gray. Decide on a labeling system and be consistent in how you label. Make the labeling system descriptive enough so that the customer knows what color the item is (customers do NOT like to examine a bunch of identically-labeled items to find one in blue) - but on the other hand is specific enough so you can go back and match it later. See the article for more details.
If I'm stocking my vendor, do I have to offer every item in every color?
Absolutely not. Some items look lousy in certain colors. Use your judgment. However, if you offer, for example, bustiers in red, make sure to offer a few skirts, hawtpants, and shoes in red as well, so that an entire outfit can be coordinated from your vendor.
Do I have to make every item or can I specialize?
Specialization is fun and will prevent burnout because of a lower sales volume. A good idea may be to partner up with another tailor and each of you specialize in a certain area. That way you have a full selection but divide the labor. Another option is to rotate your stock - each month can have a different color or theme. See this article for details.
There are so many colors - how do I decide which to use and how to label them for matching?
In general, people want the bright master colors and black/white/gray. Decide on a labeling system and be consistent in how you label. Make the labeling system descriptive enough so that the customer knows what color the item is (customers do NOT like to examine a bunch of identically-labeled items to find one in blue) - but on the other hand is specific enough so you can go back and match it later. See the article for more details.
If I'm stocking my vendor, do I have to offer every item in every color?
Absolutely not. Some items look lousy in certain colors. Use your judgment. However, if you offer, for example, bustiers in red, make sure to offer a few skirts, hawtpants, and shoes in red as well, so that an entire outfit can be coordinated from your vendor.
Do I have to make every item or can I specialize?
Specialization is fun and will prevent burnout because of a lower sales volume. A good idea may be to partner up with another tailor and each of you specialize in a certain area. That way you have a full selection but divide the labor. Another option is to rotate your stock - each month can have a different color or theme. See this article for details.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
-
UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Sockets and Skill Tapes
What are sockets, how do they work, and why do I care?
Sockets are places where any player, tailor or not, can drop skill tapes (which are looted) into a piece of clothing. Clothing can have up to 4 sockets, but jewelry has no sockets. Generally it's random, but you have a higher probability of making a higher-socketed item as you go up the "tailoring" line. For Domestic Arts items, however, the number of sockets is governed by the level in the Engineering line of Artisan. Many times people want to use skill tapes as they have bonuses which cannot be obtained by buying bioengineered items.
There has been a recent change to socketing which makes it more unlikely to get 4-socketed items, and most master tailors are averaging 2 sockets per item. Some tailors have chosent to price 4-socket items higher. Be aware that it may take several tries to get 4 sockets at master. You will not see a single socket until Tailoring 3.
Is there any way I can increase my socketing?
You can get skill tapes to add to your assembly bonus
What skill tapes can I use in an item?
Not all skill tapes play nicely together and some overwrite. I will add a guide from the old forums at the end about what tapes are out there.
What sort of outfit should I make someone who wants to maximize sockets?
To get the most articles of clothing onto a person, you should make him/her: Boots, Gloves, Shirt, Pants, Hat, Bandolier, Belt, Vest and ubese bracers. Yes, yes, ubese bracers are armor, so they will only take armor attachments. You can't wear a backpack with a bandolier, nor can a socketed backpack take enhancements.
Do socketed backpacks accept skill mods?
No, backpacks do not accept skill tapes. They will simply be placed inside the backpack container.
LordoftheStrings Guide:
The ULTIMATE Guide to Clothing\Armor Attachments (Skill Enhancement Attachments)
I have noticed a lot of confusion amongst other swg players on what skill tapes are, and more importantly how they work. There are a few guides so far that are extremely useful, however have some commonly mistaken information. Most of the needed information seemed to be scattered and outdated to me, and so I decided to bring it all together and make an Ultimate Guide to Skill Tapes. So here it is!
This is a guide for the successful use of Skill Enhancement Attachments. This guide covers both clothing attachments (looks like a role of duct tape; also known as skill tapes) and armor attachments (looks like an armor segment), which are collectively known as Skill Enhancement Attachments (SEA's).
There are some basic rules that apply to all:
1) skill tapes go into clothes that have sockets, armor attachments go into armor that have sockets (including ubese shirts and mabari belts). They are applied by dragging and dropping the SEA onto the socketed item which, if the SEA isn't blank, will fill up one socket. Maximum number of sockets on an item is 4. Sockets on backpacks don't work currently, there is no way to put a skill tape on a backpack at the moment.
2) skill tapes are ONLY lootable, they are not craftable, however Bio-Engineers CAN craft certain skill mods with clothing tissue (see below).
3) there is a maximum of 6 stat modifiers for a piece of clothing, which includes stat modifiers from Bio-Engineered tissues added into clothes items at creation (e.g. you could have a clothes item with +10 to injury treatment, +10 to wound treatment, and +10 to bleeding defense, which would allow for 3 more stat mods to be attached assuming 3 sockets).
4) you can only get one skill stat bonus from a tape to stick, with others being lost (i.e. a tape that has 2 or more stat mods will only allow one to stick, see below)
5) stat mods do not stack, you do not get benefit from putting additional tapes with the same type of stat mod on a single item of clothing as they do not add together (e.g. you put a +5 armor experimentation on a pair of gloves, you can't put another +3 armor experimentation on there and get +8, you would just lose the +3 and still have a pair of gloves with +5 on it). If you place a single stat mod tape on a piece of clothing with a higher stat mod of the same type as one that's is already on the item, the higher number will stick (e.g. if you have +3 armor experimentation on a pair of gloves and you put a +5 armor experimentation tape on it, you will get gloves with +5 armor experimentation). Placing multiple stat attachments on items with matching skills follows extra rules see below.
6) when placing an attachment with 2 or more stats, the highest value stats will be the only one applied (e.g. a +5 rifle accuracy with +4 armorsmith experimentation will give the +5 rifle accuracy) regardless of the order of which the stats are listed on the SEA. In the case of a higher negative numbered mod than positive mod(s), the highest positive number will stick (e.g. a -14 rifle accuracy with +5 armorsmith experimentation will give the +5 armorsmith experimentation) regardless if the negative number is larger, positive mods will ALWAYS have a higher numerical value than the negative mods.
7) when placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is listed FIRST will be the only one applied, regardless of alphabetical order.
8) clothes with stat mods that drop to 0 condition, still allow the stat mods to work, so don't destroy any stat modded clothes that are at 0 condition
9) maximum stat mod you can get from a set of clothing (or armor) is +25, so any more than that in bonuses is unused
There is a situation that arises all too frequently:
10) if a tape has multiple stats on it and you want one that has a lower value than the highest listed stat mod (e.g. +23 grenade experimentation +20 armorsmith experimentation on a tape, of course you want the armorsmith experimentation to stick). Here the solution is based upon the order that the skill mods are listed on the SEA (e.g. is the +23 grenade experimentation first or is the +20 armorsmith experimentation first?).
The ONLY solution is to first place on the desired clothes item, a stat mod of the same type and value (or greater) as the less desirable yet higher number stat mod (e.g. a +23 grenade experimentation tape in the above example, if the +20 armorsmith experimentation was listed first).
So to refresh, say you have these tapes:
Tape #1
+23 grenade experimentation
+20 armorsmith experimentation
Tape #2
+20 armorsmith experimentation
+23 grenade experimentation
To get the +20 armorsmith experimentation to stick on EITHER Tape #1 or Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first. In both cases 2 sockets are necessary
What if there are 3 stats but the lowest of the three is the one you want to stick? Follows the same rules as above. I will illustrate with an example.
Tape #3
+25 surveying
+24 droid complexity
+23 weaponsmith experimentation
Tape #4
+23 weaponsmith experimentation
+25 surveying
+24 droid complexity
Tape #5
+24 droid complexity
+23 weaponsmith experimentation
+25 surveying
You of course would want weaponsmith experimentation. On EITHER Tape #3, Tape #4, or Tape #5 you would have to place a +25 surveying tape on first, then a +24 droid complexity tape, then Tape #3, Tape #4, or Tape #5 on, to get the +23 weaponsmith experimentation to stick.
Types of socketed clothes items that a human male can wear that would allow for the maximum number of skill stat enhanced pieces are hat, belt, bandolier (can't wear a backpack with this), shirt, jacket/duster/cloak/robe(belts with these look like a hula hoop surrounding you), pants, gloves (short gloves as longer gloves don't allow for wearing a jacket), boots, so a maximum of 8 pieces with with 4 sockets each for skill tapes. Armor for a human male, composite armor with nine pieces, a mabari armored belt, a ubese armored shirt, a ubese bandolier, allows for 12 pieces with 4 sockets each for armor attachments.
Well, Lets just count how many items are socketable & able to be worn at the same time:
(Note: Pants cannot be worn under Leggins)
· Helm
· Chest Armor
· Leggins
· Boots
· Gloves
· Left Bicep
· Right Bicep
· Right Forearm
· Left Forearm
· Shirt
· Belt
· Bandolier or Backpack
· Total: 48 Sockets on You Maximum
Now that we know how to apply skill tapes and know how many can be applied at once, all there is to know is which mods work! The following information was is credited to Imaridril,
== LIST OF ALL MODS ==
Experimentation and Assembly Skill Mods
* Weapon Experimentation and Assembly
* Armor Experimentation and Assembly
* Food Experimentation and Assembly
* Medicine Experimentation and Assembly
* Combat Medicine Experimentation and Assembly
* Droid Experimentation and Assembly
* Clothing Experimentation and Assembly
* Structure Experimentation and Assembly
* Artisan Experimentation and Assembly
* Grenade Experimentation and Assembly
All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.
Repair Skill Mods
* Weapon Repair
* Armor Repair
* Clothing Repair
Other Artisan Related Skill Mods
* Droid Customization
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisan surveying 4 anyway so take that into consideration.
Other Medic and Doctor Related Skill Mods
* Injury Treatment
* Injury Treatment Speed
* Wound Treatment
* Wound Treatment Speed
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Medicine Use was nerfed and no longer functions. Wound Treatment Speed works but no longer increases application speed of enhance packs.
Other Combat Medic Related Skill Mods
* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and in Live they didn't do anything. The second mod up there works just fine.
Scout, Ranger, and Squad Leader Related Skill Mods.
* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effective they are since they don't really do much anyway.
Creature Handler Related Skill Mods
* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I believe is a requirement for taming a bull rancor baby.
Entertainer Related Skill Mods
* Wound Healing (Music)
* Wound Healing (Dancing)
* Battle Fatigue Healing (Music)
* Battle Fatigue Healing (Dancing)
* Musical Mind Enhancement
* Dancing Mind Enhancement
* Instrument Assembly
Yep, all of it works, although instrument assembly is kind of redundant since instruments don't really have any mods or different values to them.
Defensive Skill Mods
* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weilding it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.
General Defense Skill Mods (Part 1)
* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.
General Defense Skill Mods (Part 2)
* Melee Defense
* Ranged Defense
* Defense vs. Dizzy
* Defense vs. Blind
* Defense vs. Knockdown
* Defense vs. Posture Change (Up)
* Defense vs. Posture Change (Down)
* Defense vs. Intimidate
* Defense vs. Stun
All of these mods work fine.
Melee Skill Mods
* Unarmed Speed
* Unarmed Accuracy
* One Handed Weapon Speed
* One Handed Weapon Accuracy
* Two Handed Melee Speed
* Two Handed Melee Accuracy
* Polearm Speed
* Polearm Accuracy
* Warcry
* Berserk
* Intimidation
All of these are working properly.
Melee Damage Skill Mods
* Unarmed Damage
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but none of them actually do. In Live, unarmed was fixed, but I'm not sure about the others.
Ranged Skill Mods
* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving
* Carbine Aiming
* Pistol Speed
* Pistol Accuracy
* Pistol Accuracy While Moving
* Pistol Accuracy While Standing
* Pistol Aiming
* Rifle Speed
* Rifle Accuracy
* Rifle Accuracy While Moving
* Rifle Aiming
* Cover
* Taking Cover
* Rifle Crawl Speed
The last two mods here no longer function, but the rest work fine with the proper weapon equipped.
Commando Related Skill Mods
* Thrown Weapon Accuracy
* Heavy Weapon Speed
* Heavy Weapon Accuracy
The first mod here works, the second two do not. Heavy weapons now have their own mods, such as flamethrower accuracy, flamethrower speed, etc.
Bounty Hunter Related Skill Mods
* Tracking Droids
* Tracking Droid Effectiveness
* Droid Speed
* Droid Precision
All of the above work. Note: Droid Speed is a mod that effects the speed a bounty hunter can retrieve a waypoint from a seeker droid. This does NOT effect the speed of any other kind of droid.
Now that we know which mods work, there are some skill mods that have a "hard cap" or a max amount of points possible.
Block
Counterattack
Dodge
Melee Defense
Ranged Defense
Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills
(SEAs, food, and squad leader bonuses all stack on top of that, though). Accuracy has NO hard cap!
Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific
speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed. For the most part somewhere between +96 to +99 would cap out virtually any weapon you use in it's class. Here is an excellent calculator to find out exactly how many points you need to cap in speed with your current weapon.
Weapon Speed & Damage Calculator => http://killyourpc.org/swg/swg_dps.php
== F . A . Q. ==
1.) What are SEA’s & what does SEA stand for?
These are items that can be placed into sockets of Armor & Clothing that will grant the player with additional points to given skills, SEA means: Skill Enhancement Attachment. CA stands for Clothing Attachment (applied only to clothes with open sockets) and AA stands for Armor Attachment (applied only to armor with open sockets).
2.) When adding Attachments to Your Clothing Armor & Assorted items such as Belts or Bandoliers, Placing more than one of the same skill on that item Currently does not function properly, Let me explain.
If You place a +12 Rifle Speed & a +4 Rifle Speed in the same item, The lower of the 2 will simply disappear, Leaving You in this example at +12 Rifle Speed and one less socket. (They don't stack!) The new total for both tapes will become the equivalent of one of them, not because it’s a better tape or because it was placed in a certain order, But because you cannot place 2 Identical skills into the same item. This also applies even if 2 identical tapes are applied to the same clothing/armor item.
3.) Do all items crafted come with 4 sockets?
No. You will need to ask the crafter of your choice specifically to make you a 4-socketed item if they do not stock them.
4.) Is there a limit to how many skills I can gain from attachments?
Sort of yes. You must have the skill granted before you get its effects if the skill requires a profession state of you, So the amount of skills possible would take awhile to calculate as there are way too many variables that come into play here, The other main thing that limits You is, The Maximum sockets per item of 4, Problem is not all items are 4-socketed, They must be crafted specifically to get 4, Your best bet is to hire a Master! The theoretical maximum skills would be that equal to the sockets your clothing & armor have. Since 48 sockets is the maximum possible wearable at any given time, 192 Different skills would be the maximum Theoretically possible but not realistic!
5.) Is there a limit to how many points i can have of a certain skill mod?
For a few yes. Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills (SEAs, food, and squad leader bonuses all stack on top of that, though). Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed.
6.) Can I use negative (e.g. Rifle Accuracy -1) Skill Attachments to cancel out unwanted skills on other Skill Attachments?
No, this can no longer be done. Using a negative skill attachment will only take up a socket and give no effect to your clothing's/armor's skill mods.
7.) Can I remove Skill Attachments once inserted?
No, Once inserted they will remain permanently.
I hope this clears up a whole lot of confusion amongst us players, and will hopefully make you wiser when you're shopping around.
What are sockets, how do they work, and why do I care?
Sockets are places where any player, tailor or not, can drop skill tapes (which are looted) into a piece of clothing. Clothing can have up to 4 sockets, but jewelry has no sockets. Generally it's random, but you have a higher probability of making a higher-socketed item as you go up the "tailoring" line. For Domestic Arts items, however, the number of sockets is governed by the level in the Engineering line of Artisan. Many times people want to use skill tapes as they have bonuses which cannot be obtained by buying bioengineered items.
There has been a recent change to socketing which makes it more unlikely to get 4-socketed items, and most master tailors are averaging 2 sockets per item. Some tailors have chosent to price 4-socket items higher. Be aware that it may take several tries to get 4 sockets at master. You will not see a single socket until Tailoring 3.
Is there any way I can increase my socketing?
You can get skill tapes to add to your assembly bonus
What skill tapes can I use in an item?
Not all skill tapes play nicely together and some overwrite. I will add a guide from the old forums at the end about what tapes are out there.
What sort of outfit should I make someone who wants to maximize sockets?
To get the most articles of clothing onto a person, you should make him/her: Boots, Gloves, Shirt, Pants, Hat, Bandolier, Belt, Vest and ubese bracers. Yes, yes, ubese bracers are armor, so they will only take armor attachments. You can't wear a backpack with a bandolier, nor can a socketed backpack take enhancements.
Do socketed backpacks accept skill mods?
No, backpacks do not accept skill tapes. They will simply be placed inside the backpack container.
LordoftheStrings Guide:
The ULTIMATE Guide to Clothing\Armor Attachments (Skill Enhancement Attachments)
I have noticed a lot of confusion amongst other swg players on what skill tapes are, and more importantly how they work. There are a few guides so far that are extremely useful, however have some commonly mistaken information. Most of the needed information seemed to be scattered and outdated to me, and so I decided to bring it all together and make an Ultimate Guide to Skill Tapes. So here it is!
This is a guide for the successful use of Skill Enhancement Attachments. This guide covers both clothing attachments (looks like a role of duct tape; also known as skill tapes) and armor attachments (looks like an armor segment), which are collectively known as Skill Enhancement Attachments (SEA's).
There are some basic rules that apply to all:
1) skill tapes go into clothes that have sockets, armor attachments go into armor that have sockets (including ubese shirts and mabari belts). They are applied by dragging and dropping the SEA onto the socketed item which, if the SEA isn't blank, will fill up one socket. Maximum number of sockets on an item is 4. Sockets on backpacks don't work currently, there is no way to put a skill tape on a backpack at the moment.
2) skill tapes are ONLY lootable, they are not craftable, however Bio-Engineers CAN craft certain skill mods with clothing tissue (see below).
3) there is a maximum of 6 stat modifiers for a piece of clothing, which includes stat modifiers from Bio-Engineered tissues added into clothes items at creation (e.g. you could have a clothes item with +10 to injury treatment, +10 to wound treatment, and +10 to bleeding defense, which would allow for 3 more stat mods to be attached assuming 3 sockets).
4) you can only get one skill stat bonus from a tape to stick, with others being lost (i.e. a tape that has 2 or more stat mods will only allow one to stick, see below)
5) stat mods do not stack, you do not get benefit from putting additional tapes with the same type of stat mod on a single item of clothing as they do not add together (e.g. you put a +5 armor experimentation on a pair of gloves, you can't put another +3 armor experimentation on there and get +8, you would just lose the +3 and still have a pair of gloves with +5 on it). If you place a single stat mod tape on a piece of clothing with a higher stat mod of the same type as one that's is already on the item, the higher number will stick (e.g. if you have +3 armor experimentation on a pair of gloves and you put a +5 armor experimentation tape on it, you will get gloves with +5 armor experimentation). Placing multiple stat attachments on items with matching skills follows extra rules see below.
6) when placing an attachment with 2 or more stats, the highest value stats will be the only one applied (e.g. a +5 rifle accuracy with +4 armorsmith experimentation will give the +5 rifle accuracy) regardless of the order of which the stats are listed on the SEA. In the case of a higher negative numbered mod than positive mod(s), the highest positive number will stick (e.g. a -14 rifle accuracy with +5 armorsmith experimentation will give the +5 armorsmith experimentation) regardless if the negative number is larger, positive mods will ALWAYS have a higher numerical value than the negative mods.
7) when placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is listed FIRST will be the only one applied, regardless of alphabetical order.
8) clothes with stat mods that drop to 0 condition, still allow the stat mods to work, so don't destroy any stat modded clothes that are at 0 condition
9) maximum stat mod you can get from a set of clothing (or armor) is +25, so any more than that in bonuses is unused
There is a situation that arises all too frequently:
10) if a tape has multiple stats on it and you want one that has a lower value than the highest listed stat mod (e.g. +23 grenade experimentation +20 armorsmith experimentation on a tape, of course you want the armorsmith experimentation to stick). Here the solution is based upon the order that the skill mods are listed on the SEA (e.g. is the +23 grenade experimentation first or is the +20 armorsmith experimentation first?).
The ONLY solution is to first place on the desired clothes item, a stat mod of the same type and value (or greater) as the less desirable yet higher number stat mod (e.g. a +23 grenade experimentation tape in the above example, if the +20 armorsmith experimentation was listed first).
So to refresh, say you have these tapes:
Tape #1
+23 grenade experimentation
+20 armorsmith experimentation
Tape #2
+20 armorsmith experimentation
+23 grenade experimentation
To get the +20 armorsmith experimentation to stick on EITHER Tape #1 or Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first. In both cases 2 sockets are necessary
What if there are 3 stats but the lowest of the three is the one you want to stick? Follows the same rules as above. I will illustrate with an example.
Tape #3
+25 surveying
+24 droid complexity
+23 weaponsmith experimentation
Tape #4
+23 weaponsmith experimentation
+25 surveying
+24 droid complexity
Tape #5
+24 droid complexity
+23 weaponsmith experimentation
+25 surveying
You of course would want weaponsmith experimentation. On EITHER Tape #3, Tape #4, or Tape #5 you would have to place a +25 surveying tape on first, then a +24 droid complexity tape, then Tape #3, Tape #4, or Tape #5 on, to get the +23 weaponsmith experimentation to stick.
Types of socketed clothes items that a human male can wear that would allow for the maximum number of skill stat enhanced pieces are hat, belt, bandolier (can't wear a backpack with this), shirt, jacket/duster/cloak/robe(belts with these look like a hula hoop surrounding you), pants, gloves (short gloves as longer gloves don't allow for wearing a jacket), boots, so a maximum of 8 pieces with with 4 sockets each for skill tapes. Armor for a human male, composite armor with nine pieces, a mabari armored belt, a ubese armored shirt, a ubese bandolier, allows for 12 pieces with 4 sockets each for armor attachments.
Well, Lets just count how many items are socketable & able to be worn at the same time:
(Note: Pants cannot be worn under Leggins)
· Helm
· Chest Armor
· Leggins
· Boots
· Gloves
· Left Bicep
· Right Bicep
· Right Forearm
· Left Forearm
· Shirt
· Belt
· Bandolier or Backpack
· Total: 48 Sockets on You Maximum
Now that we know how to apply skill tapes and know how many can be applied at once, all there is to know is which mods work! The following information was is credited to Imaridril,
== LIST OF ALL MODS ==
Experimentation and Assembly Skill Mods
* Weapon Experimentation and Assembly
* Armor Experimentation and Assembly
* Food Experimentation and Assembly
* Medicine Experimentation and Assembly
* Combat Medicine Experimentation and Assembly
* Droid Experimentation and Assembly
* Clothing Experimentation and Assembly
* Structure Experimentation and Assembly
* Artisan Experimentation and Assembly
* Grenade Experimentation and Assembly
All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.
Repair Skill Mods
* Weapon Repair
* Armor Repair
* Clothing Repair
Other Artisan Related Skill Mods
* Droid Customization
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisan surveying 4 anyway so take that into consideration.
Other Medic and Doctor Related Skill Mods
* Injury Treatment
* Injury Treatment Speed
* Wound Treatment
* Wound Treatment Speed
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Medicine Use was nerfed and no longer functions. Wound Treatment Speed works but no longer increases application speed of enhance packs.
Other Combat Medic Related Skill Mods
* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and in Live they didn't do anything. The second mod up there works just fine.
Scout, Ranger, and Squad Leader Related Skill Mods.
* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effective they are since they don't really do much anyway.
Creature Handler Related Skill Mods
* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I believe is a requirement for taming a bull rancor baby.
Entertainer Related Skill Mods
* Wound Healing (Music)
* Wound Healing (Dancing)
* Battle Fatigue Healing (Music)
* Battle Fatigue Healing (Dancing)
* Musical Mind Enhancement
* Dancing Mind Enhancement
* Instrument Assembly
Yep, all of it works, although instrument assembly is kind of redundant since instruments don't really have any mods or different values to them.
Defensive Skill Mods
* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weilding it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.
General Defense Skill Mods (Part 1)
* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.
General Defense Skill Mods (Part 2)
* Melee Defense
* Ranged Defense
* Defense vs. Dizzy
* Defense vs. Blind
* Defense vs. Knockdown
* Defense vs. Posture Change (Up)
* Defense vs. Posture Change (Down)
* Defense vs. Intimidate
* Defense vs. Stun
All of these mods work fine.
Melee Skill Mods
* Unarmed Speed
* Unarmed Accuracy
* One Handed Weapon Speed
* One Handed Weapon Accuracy
* Two Handed Melee Speed
* Two Handed Melee Accuracy
* Polearm Speed
* Polearm Accuracy
* Warcry
* Berserk
* Intimidation
All of these are working properly.
Melee Damage Skill Mods
* Unarmed Damage
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but none of them actually do. In Live, unarmed was fixed, but I'm not sure about the others.
Ranged Skill Mods
* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving
* Carbine Aiming
* Pistol Speed
* Pistol Accuracy
* Pistol Accuracy While Moving
* Pistol Accuracy While Standing
* Pistol Aiming
* Rifle Speed
* Rifle Accuracy
* Rifle Accuracy While Moving
* Rifle Aiming
* Cover
* Taking Cover
* Rifle Crawl Speed
The last two mods here no longer function, but the rest work fine with the proper weapon equipped.
Commando Related Skill Mods
* Thrown Weapon Accuracy
* Heavy Weapon Speed
* Heavy Weapon Accuracy
The first mod here works, the second two do not. Heavy weapons now have their own mods, such as flamethrower accuracy, flamethrower speed, etc.
Bounty Hunter Related Skill Mods
* Tracking Droids
* Tracking Droid Effectiveness
* Droid Speed
* Droid Precision
All of the above work. Note: Droid Speed is a mod that effects the speed a bounty hunter can retrieve a waypoint from a seeker droid. This does NOT effect the speed of any other kind of droid.
Now that we know which mods work, there are some skill mods that have a "hard cap" or a max amount of points possible.
Block
Counterattack
Dodge
Melee Defense
Ranged Defense
Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills
(SEAs, food, and squad leader bonuses all stack on top of that, though). Accuracy has NO hard cap!
Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific
speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed. For the most part somewhere between +96 to +99 would cap out virtually any weapon you use in it's class. Here is an excellent calculator to find out exactly how many points you need to cap in speed with your current weapon.
Weapon Speed & Damage Calculator => http://killyourpc.org/swg/swg_dps.php
== F . A . Q. ==
1.) What are SEA’s & what does SEA stand for?
These are items that can be placed into sockets of Armor & Clothing that will grant the player with additional points to given skills, SEA means: Skill Enhancement Attachment. CA stands for Clothing Attachment (applied only to clothes with open sockets) and AA stands for Armor Attachment (applied only to armor with open sockets).
2.) When adding Attachments to Your Clothing Armor & Assorted items such as Belts or Bandoliers, Placing more than one of the same skill on that item Currently does not function properly, Let me explain.
If You place a +12 Rifle Speed & a +4 Rifle Speed in the same item, The lower of the 2 will simply disappear, Leaving You in this example at +12 Rifle Speed and one less socket. (They don't stack!) The new total for both tapes will become the equivalent of one of them, not because it’s a better tape or because it was placed in a certain order, But because you cannot place 2 Identical skills into the same item. This also applies even if 2 identical tapes are applied to the same clothing/armor item.
3.) Do all items crafted come with 4 sockets?
No. You will need to ask the crafter of your choice specifically to make you a 4-socketed item if they do not stock them.
4.) Is there a limit to how many skills I can gain from attachments?
Sort of yes. You must have the skill granted before you get its effects if the skill requires a profession state of you, So the amount of skills possible would take awhile to calculate as there are way too many variables that come into play here, The other main thing that limits You is, The Maximum sockets per item of 4, Problem is not all items are 4-socketed, They must be crafted specifically to get 4, Your best bet is to hire a Master! The theoretical maximum skills would be that equal to the sockets your clothing & armor have. Since 48 sockets is the maximum possible wearable at any given time, 192 Different skills would be the maximum Theoretically possible but not realistic!
5.) Is there a limit to how many points i can have of a certain skill mod?
For a few yes. Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills (SEAs, food, and squad leader bonuses all stack on top of that, though). Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed.
6.) Can I use negative (e.g. Rifle Accuracy -1) Skill Attachments to cancel out unwanted skills on other Skill Attachments?
No, this can no longer be done. Using a negative skill attachment will only take up a socket and give no effect to your clothing's/armor's skill mods.
7.) Can I remove Skill Attachments once inserted?
No, Once inserted they will remain permanently.
I hope this clears up a whole lot of confusion amongst us players, and will hopefully make you wiser when you're shopping around.
Last edited by UniformMarshall on Fri Aug 14, 2015 2:04 pm, edited 1 time in total.
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[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
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Bioengineered Clothing
How do I make and use Bio-Engineered clothes?
Components made by Bio-Engineers are used to add points to some skill mods. You use them in making Synthetic Cloths and Reinforced Fiber Panels. Then you use those enhanced components to make Bio-Engineered clothes. When the clothing is equipped you gain the modifiers. A list of "what tissues go in what" can be found at the end of this thread.
Can I bioengineer boots and gloves? How about jewelry?
These items do not take panels, so they cannot be bioengineered.
What tissues should I buy from bioengineers?
That really depends on your audience, and what sorts of items do you normally sell (i.e. are you in a primarily "combat" area?) I have found that Melee/stun defense, bleed defense, and medical tissues are top sellers.
What BE clothing can be worn with armor?
Only a shirt and a bandolier can be worn with full armor. And bandoliers and backpacks don't mix.
What tissues go in which cloths?
For synth cloth
Injury & wound treatment
Entertainment wound healing
Wild/vicious creature taming
For Reinforced Fiber Panels
Bleed Defense
Intimidation & Warcry
Melee & Stun Defense
Maskscent & Camo
Cover
The recipe calls for 2 identical panels. How do I make BE panels in a factory crate?
You will need a crate of BE tissues. You can use more than one crate, but make sure your crates are the same serial number. You cannot use loose tissues, because ingredients for a factory run must be the exact same as made the schematic, which means same serial number. When making your schematic, simply load in the BE tissue. Then place the remaining crates in your ingredient hopper, and your factory will auto-load them as it works.
Do bonuses "stack"?
Yes and no. If you put 2 tissues in 2 different slots, then yes, the bonus will combine. BUT if you put 2 identical BE panels in the SAME slot (because the recipe calls for it), you only get a bonus from ONE of those tissues (and no, you cannot put in one BE and one non-BE panel, because they must be identical). This makes it more expensive to make high-end enhanced clothing, and at the same time, the high-end stuff sometimes holds fewer bonuses.
Am I reading this right that there are never two RFP slots in an item?
Unfortunately yes. It's very hard to get RFP combat bonuses in an item. The usual template looks like this:
Shirt: formfitting undershirt, lined workshirt, reinforced work shirt
Pants: crafter's pants, pocketed shorts, reinforced pants, padded workpants, paramilitary camos, infiltrator leggings
Jacket: Desert command jacket, heavy reinforced jacket, spec ops duster
bandolier: Mercenary bandolier, multipocket bandolier
Each of the above has one RFP "slot" to work with, for a total of 4 bonuses.
How many items of clothing can be worn with armor?
A shirt and a bandolier. That's it.
What can wookiees wear?
Wookiee clothing is more limited. Wookiees only have reinforced slots in the Wookiee shoulder pad and the bandolier, for a total of 2 bonuses (humanoids get up to 4 rfp bonuses). However, it is very easy to get medical bonuses into wookiee gear because there are many items with up to four separate synthetic cloth slots.
Is there a cap on bioengineered bonuses?
Yes, bioengineered stat bonuses cap at +25, regardless of what your character displays.
A customer came to my shop with his own tissues. Should I make him the item?
That's really up to you. Many tailors have a policy against this because it can be a hassle: many times customers will think they do not have to pay if they bring their own tissues, or they will become angry over critical fails. Also, they may not bring crated tissues, which are necessary for the clothes they want. However, it's up to individual choice. You should warn the customer up-front about crit fails, and agree on a price before you start work.
The Bio-Cloth Chart:
First there are several types of Tissue, some that are added to synth cloth and some that are used in reinforced fibreplast panels, all Tissues can only ever go in ONE or the OTHER, so to obtain specific BE enhancements you need to use clothing that is constructed using one or the other of those sub components. First i will list those the tissues and what type they are.
Synth Cloth Tissues:
Enhanced Myoflex (gives musician/dancer healing skill)
Active Biosensors (gives wound/injury treatment)
Active Tranquilizers (gives taming wild/vicious creatures)
Reinforced Fibreplast Tissues:
Coagulant Agents (gives bleeding defence)
Fear Release (gives warcry/intimidation bonus)
Scent Neutralization (gives camouflage/maskscent bonus)
Mimetic Circuitry (gives cover bonus)
Tensile Resistance (gives melee/stun defence bonus)
Now the types of clothing themselves, and the amount of Synth cloths/Reinforced they need. (note: Yellow highlighted are Looted Schematic items), the ones that are indicated to give a double bonus are the only ones that can do so, which means they can have 2 of the same type stacked, also note this is only currently working with synth cloth. (and the current max on 2 of the same type stacking is +25 bonus, so 2 x +16's will still only be +25 when stacked in the same item of clothing)
Clothing that take Synth Cloths:
Dresses:
Cloaked Dress (1 + 1 Synth cloth, can give a double bonus)
Councilmans Robe (1 + 1 + 1 Synth cloth, can give a double bonus)
Decorative Dress(2 + 1 + 1 Synth cloths, can give a double bonus)
Doctors Dress (2 + 2 Synth cloths, can give a double bonus)
Elegant Gown (2 + 2 Synth cloths, can give a double bonus)
Exotic Leotard (3 + 2 Synth cloths, can give a double bonus)
Exquisite Dancers Leotard (3 + 2 Synth cloths, can give a double bonus)
Exquisite Gown (1 + 2 Synth cloths, can give a double bonus)
Formal Gown (2 + 2 Synth cloths, can give a double bonus)
Grand Ball Gown (3 + 2 Synth cloths, can give a double bonus)
Grand Healers Robe (3 + 2 Synth cloths, can give a double bonus)
Intricate Dress (1 + 1 Synth cloths, can give a double bonus)
Long Sleeved Gown (2 + 2 Synth cloths, can give a double bonus)
Loose Dress (1 + 1 + 1 Synth cloths, can give a double bonus)
Luxurious Gown (2 + 1 Synth cloths, can give a double bonus)
Patterned Slip Dress (2 + 1 Synth cloths, can give a double bonus)
Pleated Dress (2 + 1 + 1 Synth cloths, can give a double bonus)
Robe (1 + 1 Synth cloths, can give a double bonus)
Sleeveless Dress (1 + 1 + 1 Synth cloths, can give a double bonus)
Smock (1 + 1 + 1 Synth cloths, can give a double bonus)
Hats:
Bake Masters Hat (1 Synth cloth)
Decorative Headress (2 + 2 Synth cloths, can give a double bonus)
Grand Twi'lek headpeice (3 + 3 + 3 Synth cloths, can give a double bonus)
Kitchen Master's Hat (1 + 1 Synth cloths, can give a double bonus)
Large Headwrap (2 + 1 Synth cloths, can give a double bonus)
Lekku Y'srak (3 + 3 + 3 Synth cloths, can give a double bonus)
Sungard (2 + 1 Synth cloths, can give a double bonus)
Swoop Helm (1 Synth cloth)
Twi'lek Bone Crest (3 + 2 Synth cloths, can give a double bonus)
Twi'lek Lekku Wrap (2 + 2 Synth cloths, can give a double bonus)
Twi'lek Noble Crest (3 + 3 Synth cloths, can give a double bonus)
Warm Hat (2 + 1 Synth cloths, can give a double bonus)
Wookie Sages Hood (1 + 1 + 1 + 1 Synth cloths, can give a double bonus)
Wookie Travellers Helm (1 + 1 Synth cloths, can give a double bonus)
Jackets:
Belted Jacket (1 Synth cloth)
Chef Apron (2 Synth cloth)
Cold Weather Jacket (1 Synth cloth)
Desert Commando Jacket (1 Synth cloth)
Dress Robe (3 Synth Cloth)
Dress Uniform Jacket (3 Synth Cloth)
Flared Jacket (1 Synth Cloth)
Long Formal Jacket (3 Synth cloth)
Reinforced Jacket (1 Synth cloth)
Padded Jacket (1 Synth cloth)
Pilots Jacket (3 Synth cloth)
Reinforced Pullover (3 Synth cloth)
Rugged jacket (1 Synth cloth)
Scout Jacket (1 Synth cloth)
Sleeveless jacket (3 Synth cloth)
Suit Jacket (1 Synth cloth)
Tight Jacket (1 Synth cloth)
Vested jacket (1 Synth cloth)
Wooly jacket (1 Synth cloth)
Misc(skirts):
Belted Skirt (1 Synth cloth)
Decorative Skirt (1 Synth cloth)
Decorative Waist Wrap (1 + 1 + 1 Synth cloths, can give a double bonus)
Fashionably Pleated Skirt (1 Synth cloth)
Modest Skirt (1 + 1 Synth cloths, can give a double bonus)
Noble Skirt (2 Synth cloths)
Pleated Skirt (1 + 1 Synth cloths, can give a double bonus)
Refined Skirt (2 Synth cloths)
Sigiled Waist Wrap (1 + 1 Synth cloths, can give a double bonus)
Thin Pleated Skirt (2 Synth cloths)
Two Tone Formal Skirt (1 Synth cloth)
Weighted Waist Wrap (1 + 1 Synth cloths, can give a double bonus)
Legs:
Bikini Leggings (4 Synth cloth)
Comfortable Slacks (3 + 2 Synth cloths, can give a double bonus)
Desert Crawlers (1 + 1 Synth cloths, can give a double bonus)
Dress Slacks (2 + 3 Synth cloths, can give a double bonus)
Hot Pants (1 + 1 Synth cloths, can give a double bonus)
Large Pocketed Pants (1 Synth cloth)
Lined Shorts (2 + 2 Synth cloths, can give a double bonus)
Pantaloon's (2 + 1 Synth cloths, can give a double bonus)
Ribbed Pants (1 Synth cloth)
Short Skirt (2 + 1 Synth cloths, can give a double bonus)
Short Wrap (3 + 2 Synth cloths, can give a double bonus)
Slacks (2 + 2 Synth cloths, can give a double bonus)
Striped Pants (1 Synth cloth)
Striped Slacks (1 + 1 Synth cloths, can give a double bonus)
Think Striped Pants
Robe:
Gunmans Duster (4 Synth cloths)
Robe of Honour (3 + 3 Synth cloths, can give a double bonus)
Wookie Smock (3 Synth cloths)
Shirts:
Crested battle padding (1 + 1 + 1 Synth cloths, can give a double bonus)
Flared Cuff Shirt (1 Synth cloth)
Leather Trim Shirt (3 + 3 + 3 Synth cloths, can give a double bonus)
Light Bustier (2 Synth cloth)
Longsleeve Shirt (1 Synth cloth)
Low-Cut Top (3 + 2 Synth cloths, can give a double bonus)
Metal Bikini (2 Synth cloth)
Revealing Bikini (2 Synth cloth)
Revealing Top (3 + 2 Synth cloths, can give a double bonus)
Small Bustier (2 Synth cloth)
Sports Bustier (2 Synth cloth)
Sports Wrap (3 + 3 Synth cloths, can give a double bonus)
Suit Shirt (1 Synth cloth)
Trim Lined Shirt (1 Synth cloth)
Wookie Battle Padding (1 + 1 Synth cloths, can give a double bonus)
Wooly Shirt (3 + 3 Synth cloths, can give a double bonus)
Vests:
Belted Vest (2 Synth cloth)
Crafters Apron (1 Synth cloth)
Crested Vest (2 Synth cloth)
Decorative Vest (1 Synth cloth)
Long Vest (2 Synth cloth)
Mangy Vest (1 Synth cloth)
Pullover (1 Synth cloth)
Short Vest (2 Synth cloth)
Simple Vest (1 Synth cloth)
Clothing that can take Reinforced:
Bandoliers:
All Bandoliers except 'rank sash' can take (1 Reinforced)
Weaponsmiths Tool Set (1 Reinforced)
Droidsmiths Tool Set (1 Reinforced)
Bodysuits:
Infiltration Suit (6 Reinforced)
Reinforced Jumpsuit (6 Reinforced)
Shirts:
Formfitting Undershirt (1 Reinforced)
Lined Workshirt (1 Reinforced)
Reinforced Work Shirt (1 Reinforce)
Clothing that contains both Synth and Reinforced:
Bodysuits:
Fighter Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
Heavy Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
Traders Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
Transport Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
Jackets:
Heavy Reinforced Jacket (1 Synth, 2 Reinforced)
Special Ops Duster (1 Synth, 2 Reinforced)
Legs:
Crafters Pants (1 Synth, 1 Reinforced)
Infiltrator Leggings (2 Synth, 1 Reinforced)
Padded workpants (2 Synth, 1 Reinforced)
Paramilitary Camo's (2 Synth, 1 Reinforced)
Pocketed Shorts (1 Synth, 1 Reinforced)
Reinforced pants (2 Synth, 1 Reinforced)
Shirts:
Wookiee Shoulder pad (2 Synth, 1 Reinforced)
How do I make and use Bio-Engineered clothes?
Components made by Bio-Engineers are used to add points to some skill mods. You use them in making Synthetic Cloths and Reinforced Fiber Panels. Then you use those enhanced components to make Bio-Engineered clothes. When the clothing is equipped you gain the modifiers. A list of "what tissues go in what" can be found at the end of this thread.
Can I bioengineer boots and gloves? How about jewelry?
These items do not take panels, so they cannot be bioengineered.
What tissues should I buy from bioengineers?
That really depends on your audience, and what sorts of items do you normally sell (i.e. are you in a primarily "combat" area?) I have found that Melee/stun defense, bleed defense, and medical tissues are top sellers.
What BE clothing can be worn with armor?
Only a shirt and a bandolier can be worn with full armor. And bandoliers and backpacks don't mix.
What tissues go in which cloths?
For synth cloth
Injury & wound treatment
Entertainment wound healing
Wild/vicious creature taming
For Reinforced Fiber Panels
Bleed Defense
Intimidation & Warcry
Melee & Stun Defense
Maskscent & Camo
Cover
The recipe calls for 2 identical panels. How do I make BE panels in a factory crate?
You will need a crate of BE tissues. You can use more than one crate, but make sure your crates are the same serial number. You cannot use loose tissues, because ingredients for a factory run must be the exact same as made the schematic, which means same serial number. When making your schematic, simply load in the BE tissue. Then place the remaining crates in your ingredient hopper, and your factory will auto-load them as it works.
Do bonuses "stack"?
Yes and no. If you put 2 tissues in 2 different slots, then yes, the bonus will combine. BUT if you put 2 identical BE panels in the SAME slot (because the recipe calls for it), you only get a bonus from ONE of those tissues (and no, you cannot put in one BE and one non-BE panel, because they must be identical). This makes it more expensive to make high-end enhanced clothing, and at the same time, the high-end stuff sometimes holds fewer bonuses.
Am I reading this right that there are never two RFP slots in an item?
Unfortunately yes. It's very hard to get RFP combat bonuses in an item. The usual template looks like this:
Shirt: formfitting undershirt, lined workshirt, reinforced work shirt
Pants: crafter's pants, pocketed shorts, reinforced pants, padded workpants, paramilitary camos, infiltrator leggings
Jacket: Desert command jacket, heavy reinforced jacket, spec ops duster
bandolier: Mercenary bandolier, multipocket bandolier
Each of the above has one RFP "slot" to work with, for a total of 4 bonuses.
How many items of clothing can be worn with armor?
A shirt and a bandolier. That's it.
What can wookiees wear?
Wookiee clothing is more limited. Wookiees only have reinforced slots in the Wookiee shoulder pad and the bandolier, for a total of 2 bonuses (humanoids get up to 4 rfp bonuses). However, it is very easy to get medical bonuses into wookiee gear because there are many items with up to four separate synthetic cloth slots.
Is there a cap on bioengineered bonuses?
Yes, bioengineered stat bonuses cap at +25, regardless of what your character displays.
A customer came to my shop with his own tissues. Should I make him the item?
That's really up to you. Many tailors have a policy against this because it can be a hassle: many times customers will think they do not have to pay if they bring their own tissues, or they will become angry over critical fails. Also, they may not bring crated tissues, which are necessary for the clothes they want. However, it's up to individual choice. You should warn the customer up-front about crit fails, and agree on a price before you start work.
The Bio-Cloth Chart:
First there are several types of Tissue, some that are added to synth cloth and some that are used in reinforced fibreplast panels, all Tissues can only ever go in ONE or the OTHER, so to obtain specific BE enhancements you need to use clothing that is constructed using one or the other of those sub components. First i will list those the tissues and what type they are.
Synth Cloth Tissues:
Enhanced Myoflex (gives musician/dancer healing skill)
Active Biosensors (gives wound/injury treatment)
Active Tranquilizers (gives taming wild/vicious creatures)
Reinforced Fibreplast Tissues:
Coagulant Agents (gives bleeding defence)
Fear Release (gives warcry/intimidation bonus)
Scent Neutralization (gives camouflage/maskscent bonus)
Mimetic Circuitry (gives cover bonus)
Tensile Resistance (gives melee/stun defence bonus)
Now the types of clothing themselves, and the amount of Synth cloths/Reinforced they need. (note: Yellow highlighted are Looted Schematic items), the ones that are indicated to give a double bonus are the only ones that can do so, which means they can have 2 of the same type stacked, also note this is only currently working with synth cloth. (and the current max on 2 of the same type stacking is +25 bonus, so 2 x +16's will still only be +25 when stacked in the same item of clothing)
Clothing that take Synth Cloths:
Dresses:
Cloaked Dress (1 + 1 Synth cloth, can give a double bonus)
Councilmans Robe (1 + 1 + 1 Synth cloth, can give a double bonus)
Decorative Dress(2 + 1 + 1 Synth cloths, can give a double bonus)
Doctors Dress (2 + 2 Synth cloths, can give a double bonus)
Elegant Gown (2 + 2 Synth cloths, can give a double bonus)
Exotic Leotard (3 + 2 Synth cloths, can give a double bonus)
Exquisite Dancers Leotard (3 + 2 Synth cloths, can give a double bonus)
Exquisite Gown (1 + 2 Synth cloths, can give a double bonus)
Formal Gown (2 + 2 Synth cloths, can give a double bonus)
Grand Ball Gown (3 + 2 Synth cloths, can give a double bonus)
Grand Healers Robe (3 + 2 Synth cloths, can give a double bonus)
Intricate Dress (1 + 1 Synth cloths, can give a double bonus)
Long Sleeved Gown (2 + 2 Synth cloths, can give a double bonus)
Loose Dress (1 + 1 + 1 Synth cloths, can give a double bonus)
Luxurious Gown (2 + 1 Synth cloths, can give a double bonus)
Patterned Slip Dress (2 + 1 Synth cloths, can give a double bonus)
Pleated Dress (2 + 1 + 1 Synth cloths, can give a double bonus)
Robe (1 + 1 Synth cloths, can give a double bonus)
Sleeveless Dress (1 + 1 + 1 Synth cloths, can give a double bonus)
Smock (1 + 1 + 1 Synth cloths, can give a double bonus)
Hats:
Bake Masters Hat (1 Synth cloth)
Decorative Headress (2 + 2 Synth cloths, can give a double bonus)
Grand Twi'lek headpeice (3 + 3 + 3 Synth cloths, can give a double bonus)
Kitchen Master's Hat (1 + 1 Synth cloths, can give a double bonus)
Large Headwrap (2 + 1 Synth cloths, can give a double bonus)
Lekku Y'srak (3 + 3 + 3 Synth cloths, can give a double bonus)
Sungard (2 + 1 Synth cloths, can give a double bonus)
Swoop Helm (1 Synth cloth)
Twi'lek Bone Crest (3 + 2 Synth cloths, can give a double bonus)
Twi'lek Lekku Wrap (2 + 2 Synth cloths, can give a double bonus)
Twi'lek Noble Crest (3 + 3 Synth cloths, can give a double bonus)
Warm Hat (2 + 1 Synth cloths, can give a double bonus)
Wookie Sages Hood (1 + 1 + 1 + 1 Synth cloths, can give a double bonus)
Wookie Travellers Helm (1 + 1 Synth cloths, can give a double bonus)
Jackets:
Belted Jacket (1 Synth cloth)
Chef Apron (2 Synth cloth)
Cold Weather Jacket (1 Synth cloth)
Desert Commando Jacket (1 Synth cloth)
Dress Robe (3 Synth Cloth)
Dress Uniform Jacket (3 Synth Cloth)
Flared Jacket (1 Synth Cloth)
Long Formal Jacket (3 Synth cloth)
Reinforced Jacket (1 Synth cloth)
Padded Jacket (1 Synth cloth)
Pilots Jacket (3 Synth cloth)
Reinforced Pullover (3 Synth cloth)
Rugged jacket (1 Synth cloth)
Scout Jacket (1 Synth cloth)
Sleeveless jacket (3 Synth cloth)
Suit Jacket (1 Synth cloth)
Tight Jacket (1 Synth cloth)
Vested jacket (1 Synth cloth)
Wooly jacket (1 Synth cloth)
Misc(skirts):
Belted Skirt (1 Synth cloth)
Decorative Skirt (1 Synth cloth)
Decorative Waist Wrap (1 + 1 + 1 Synth cloths, can give a double bonus)
Fashionably Pleated Skirt (1 Synth cloth)
Modest Skirt (1 + 1 Synth cloths, can give a double bonus)
Noble Skirt (2 Synth cloths)
Pleated Skirt (1 + 1 Synth cloths, can give a double bonus)
Refined Skirt (2 Synth cloths)
Sigiled Waist Wrap (1 + 1 Synth cloths, can give a double bonus)
Thin Pleated Skirt (2 Synth cloths)
Two Tone Formal Skirt (1 Synth cloth)
Weighted Waist Wrap (1 + 1 Synth cloths, can give a double bonus)
Legs:
Bikini Leggings (4 Synth cloth)
Comfortable Slacks (3 + 2 Synth cloths, can give a double bonus)
Desert Crawlers (1 + 1 Synth cloths, can give a double bonus)
Dress Slacks (2 + 3 Synth cloths, can give a double bonus)
Hot Pants (1 + 1 Synth cloths, can give a double bonus)
Large Pocketed Pants (1 Synth cloth)
Lined Shorts (2 + 2 Synth cloths, can give a double bonus)
Pantaloon's (2 + 1 Synth cloths, can give a double bonus)
Ribbed Pants (1 Synth cloth)
Short Skirt (2 + 1 Synth cloths, can give a double bonus)
Short Wrap (3 + 2 Synth cloths, can give a double bonus)
Slacks (2 + 2 Synth cloths, can give a double bonus)
Striped Pants (1 Synth cloth)
Striped Slacks (1 + 1 Synth cloths, can give a double bonus)
Think Striped Pants
Robe:
Gunmans Duster (4 Synth cloths)
Robe of Honour (3 + 3 Synth cloths, can give a double bonus)
Wookie Smock (3 Synth cloths)
Shirts:
Crested battle padding (1 + 1 + 1 Synth cloths, can give a double bonus)
Flared Cuff Shirt (1 Synth cloth)
Leather Trim Shirt (3 + 3 + 3 Synth cloths, can give a double bonus)
Light Bustier (2 Synth cloth)
Longsleeve Shirt (1 Synth cloth)
Low-Cut Top (3 + 2 Synth cloths, can give a double bonus)
Metal Bikini (2 Synth cloth)
Revealing Bikini (2 Synth cloth)
Revealing Top (3 + 2 Synth cloths, can give a double bonus)
Small Bustier (2 Synth cloth)
Sports Bustier (2 Synth cloth)
Sports Wrap (3 + 3 Synth cloths, can give a double bonus)
Suit Shirt (1 Synth cloth)
Trim Lined Shirt (1 Synth cloth)
Wookie Battle Padding (1 + 1 Synth cloths, can give a double bonus)
Wooly Shirt (3 + 3 Synth cloths, can give a double bonus)
Vests:
Belted Vest (2 Synth cloth)
Crafters Apron (1 Synth cloth)
Crested Vest (2 Synth cloth)
Decorative Vest (1 Synth cloth)
Long Vest (2 Synth cloth)
Mangy Vest (1 Synth cloth)
Pullover (1 Synth cloth)
Short Vest (2 Synth cloth)
Simple Vest (1 Synth cloth)
Clothing that can take Reinforced:
Bandoliers:
All Bandoliers except 'rank sash' can take (1 Reinforced)
Weaponsmiths Tool Set (1 Reinforced)
Droidsmiths Tool Set (1 Reinforced)
Bodysuits:
Infiltration Suit (6 Reinforced)
Reinforced Jumpsuit (6 Reinforced)
Shirts:
Formfitting Undershirt (1 Reinforced)
Lined Workshirt (1 Reinforced)
Reinforced Work Shirt (1 Reinforce)
Clothing that contains both Synth and Reinforced:
Bodysuits:
Fighter Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
Heavy Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
Traders Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
Transport Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
Jackets:
Heavy Reinforced Jacket (1 Synth, 2 Reinforced)
Special Ops Duster (1 Synth, 2 Reinforced)
Legs:
Crafters Pants (1 Synth, 1 Reinforced)
Infiltrator Leggings (2 Synth, 1 Reinforced)
Padded workpants (2 Synth, 1 Reinforced)
Paramilitary Camo's (2 Synth, 1 Reinforced)
Pocketed Shorts (1 Synth, 1 Reinforced)
Reinforced pants (2 Synth, 1 Reinforced)
Shirts:
Wookiee Shoulder pad (2 Synth, 1 Reinforced)
Last edited by UniformMarshall on Fri Aug 21, 2015 2:00 am, edited 1 time in total.
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[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
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- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Limited-use Schematics and Loot
What are limited use (looted) schematics
These are looted schematics (obtained from various theme parks) which can be used three times.
Do I need anything special to make them?
They will all require one or two looted components:
Heavy Duty leather: for backpacks and crafting aprons
Heavy duty clasps: for droidsmith toolkit, weaponsmith toolkit and demolitionist belt
Crystalline Clothing Treatment: for the exotic leotard
You must be standing next to a private crafting station to use the schematics.
Can I make a factory run from a limited-use schematic
Yes. However, all components must be identical. Therefore you must have looted components with the same serial number to make a factory run. Usually you will not find more than 10 of these, so the factory runs will be small.
What if someone comes to me with loot and a schematic?
This is a personal choice. Some tailors will accept a schematic, and components, and make the item for the customer for free, with the "payment" being the remaining 2 uses on the schematic.
Why can't I see what type of apron it is?
You cannot tell what type of apron it is until you learn it and see the ingredients. The list of ingredients for each apron will be listed later.
Can I learn multiple schematics at once?
Yes. You can have one "copy" of each schematic learned at a time. You may have each "type" of apron learned at the same time as well.
What happens if I crit fail?
You don't lose one of your 3 "uses" but you do lose the ingredients, including loot. Don't crit fail.
What are these tapestries and how are they unique?
Tapestries are a lootable schematic for a house decoration which are unlike the other limited use schematics in the following ways:
They are a one-use, instead of three-use, schematic.
They requires field wear 1
They require a structure/furniture crafting tool to make
They cannot be made into a draft schematic in order to replicate in the factory. One use, one item.
They require generic ingredients - no looted components
Previously, these items could be replicated in a structure factory, so there should be some on the market if you know where to look. It will be easier than looting the schematic.
LOOTED SCHEMATIC FAQ:
What Tools Do I need?
Please remember that all these items are complexity 30 - which means you must use a specialized crafting tool (clothing & armor) and be next to a private clothing & armor crafting station (either in someone's house, or a droid - but you don't need to be the owner yourself).
What Materials do I need?
The materials required are so far the same as you would have around for general tailoring. With the exception of the following:
flora food (chef apron)
aluminum (lightweight military backpack)
mythra copper (for exquisite leotard)
Rori Vegetable Fungus (spec ops agent pack)
Food & Chem Crafting Tool, Clothing/Armor Crafting tool, Structure Crafting tool (for the apron)
weapon repair kit (weaponsmith tool kit) These take any sort of metal.
droid repair kit (droidsmith tool kit)
6 identical warhead mechanisms (for demolitionist belt). Weaponsmiths make these.
dagger (for clothing apron). Apparently this is an artisan item, though perhaps some engineering skill is required.
Various looted components (see end of this document)
Does material Quality Count?
At this point, I (n'Jessi) have made one schematic with the worst materials possible, and the stats came out exactly the same as all reports. So I would say no. However, I have not made any schematics that require crafting tools or repair kits, so the quality on those may make a difference.
What if I crit fail?
The way it is supposed to work (according to the devs): In a crit fail you will lose your materials, but not lose a use on your schematic.
Can I use BE tissues in these items
There have been reports of various tissues working or not working in specific items. I'm updating as the information comes in.
Same style, different stats: the Apron
Crafting aprons of the same "style" have different ingredient requirements which lead to different stats. Aprons, as noted below, can add to clothing, food, or medical experimentation. You will not know what type of apron you have until you learn the schematic and see the ingredients. You may not substitute ingredients to attempt to get a different array of stats.
Learning multiple schematics
If you try to learn a schematic that you have already learned an identical schematic, you will not be allowed to learn the identical schematic. However, if you try to learn a schematic that has the same form, but different substance, you may learn 2 schematics. For example, you may learn the medical apron at the same time as the clothing apron, even though the two are both classified as a "crafting apron."
Schematics
Schematic name: Exquisite Dancer's Leotard
Location found: Jabba's Theme Park
Number of Uses: 3
Ingredients:60 hide, 3 identical trim, 2 identical jewelry settings, 50 metal, 3 identical synth, 2 identical synth, 20 mythra copper, 20 amorphous gemstone, 1 Crystalline Clothing Treatment
Stats: Dancing Mind Enhancement 5, Battle Fatigue Healing (Dancing) 5, Wound Healing (Dancing) 5 These stats are non-functional
Appearance: Identical to exotic leotard.
Restrictions: Presumably, like the original Exotic Leotard, it's female only
Palette: Limited Palette, same as Exotic Leotard
Additional Info: BE tissues will work in this item.
Schematic name: Lightweight Military Pack
Location found: Emperor's Retreat on Naboo, Jabba's theme park
Number of Uses: 3
Ingredients: 20 fiberplast, 10 hide, 1 heavy duty leather, 5 metal, 15 aluminum, 5 polymer
Stats: General Ranged Aiming 5, Melee Defense 3, Ranged Defense 3, Cover 5
Appearance: Looks like military travel pack
Restrictions: None
Palette: none
Schematic name: Droidsmith Tool Set >
Location found: Imperial Theme Park, Col. Veers
Number of Uses: 3
Ingredients: 1 cargo pocket, 20 fiberplast, 15 metal, 10 metal, 1 reinforced fibre panel, 15 non-ferrous metal, 1 droid repair tool, 2 identical heavy duty clasp from a factory crate
Appearance: Mercenary Bandolier
Stats: Droid assembly 5, Droid customization 5, Droid Experimentation 3.
Restrictions: Like all bandoliers, presumably cannot be worn with a backpack
Palette: Presumably leather/white like the mercenary bandolier
Schematic name: Weaponsmith tool kit
Location found: Dantooine rebel missions, Mon Mothma; Jabba's theme park
Number of Uses: 3
Ingredients:1 cargo pocket, 15 metal, 10 metal, 20 fiberplast, 1 rfp, 15 nonferrous metal, 1 weapon repair tool, 2 identical heavy duty clasp
Stats: +5 weapon assembly, +3 weapon experimentation, +5 weapon repair
Appearance: Multipocket bandolier
Restrictions: Like all bandoliers, presumably cannot be worn with a backpack
Palette:Leather, white secondary
Schematic name: Spec Ops Agent Pack
Location found: Mon Mothma, Rebel quest
Number of Uses: 3
Ingredients:3 cargo pockets, 1 heavy duty leather, 5 metal, 20 Titanium aluminum, 10 Rori Vegetable fungus
Stats: Camo 5, Foraging 5, melee def 3, ranged def 3
Appearance:Like Spec ops pack
Restrictions: None
Palette: None
Schematic name: Crafting Apron
Location found: Jabba's Theme Park
Number of Uses: 3
Variations: You will not know until you learn the schematic which ingredients the apron requires - and therefore which stats it will have. You may not "substitute" ingredients in order to try to make the apron come out with different stats.
Crafter's Apron (Clothing)
Ingredients: 2 identical Heavy Duty Leather, 8 chem, 3 chem, 1 synth cloth, 50 hide, 1 dagger (artisan item), 1 clothing/armor crafting tool
Stats:Clothing Assembly 5, Clothing Experimentation 5
Crafter's Apron (medical)
Ingredients:2 identical Heavy Duty Leather, 8 chem, 3 chem, 1 synth cloth, 50 hide, 30 organic, 1 Food & Chem crafting tool
Stats:medicine assembly 5, medicine experimentation 5
Crafter's Apron (chef)
Ingredients: 2 identical Heavy Duty Leather, 8 chem, 3 chem, 1 synth cloth, 50 hide, 10 flora food, 1 Food & Chem crafting tool
Stats: food assembly 5, food experimentation 5
Crafter's Apron (Architect)
Ingredients: 2 identical Heavy Duty Leather, 8 chem, 3 chem, 1 synth cloth, 50 hide, 20 Steel, 1 Structure crafting tool
Stats: Architect assembly 5, Architect experimentation 5
Restrictions: Wookiees cannot wear the apron(possibly because classified as a "vest"). This is a sad day for Wookiees.
Palette: Color 1 is white, color 2 is leather palette. Others have reported no secondary color.
Additional Info: Although at first it seemed that one could not put enhanced tissues into the apron, many tailors now report successful enhancement. Screenshot of enhanced medical apron.
Schematic name: Demolitionist belt
Location found: Jabba's theme park
Number of Uses: 3
Ingredients: 50 inert petro, 25 metal, 35 iron, 6 non-ferrous, 6 identical medium warhead mechanism (from a weaponsmith), 1 heavy duty clasp
Stats: Grenade Assembly 5, Grenade Experimentation 3, Thrown Weapon Accuracy 5
Appearance:Looks like grenadier's belt
Restrictions:
Palette:
Additional Info: It seems as if some of the stats refer to Commando crafting, which was taken out of the game. Hence: probably useless.
Lootable Sub-components
Component name: Heavy Duty Clasps
Location found/monster: Nightsisters (rancor tamers, stalkers), Dathomir; Tuskans; Rebel NPC's; meatlumps
Used in: Demolitionist belt, Droidsmith Tool Set, Weaponsmith Tool Set
Component name: Heavy Duty Leather
Location found/monster: Nightsister Stalker, Nightsister Spell Weaver, Dathomir; Evil Hermit, Bestine; Tuskan kings, Tuskan Elite Guard, Tuskan fort; Jantas; Jawas; rebel NPC's; Gondola Ewoks, marauder theme park, Endor; Ermm ewoks.
Used in: Crafter's Apron, Lightweight Military Pack
Component name: Crystalline Clothing Treatments
Location found/monster: Nym's guard, Lok; Jawa, Tatooine; Corsec; Valarian thug(?); rebel major NPC; a locked container (go figure); Tuskan Guard; Tuskan warlord; RSF commandos outside Theed
Used in: Exquisite Dancer's Leotard
What are limited use (looted) schematics
These are looted schematics (obtained from various theme parks) which can be used three times.
Do I need anything special to make them?
They will all require one or two looted components:
Heavy Duty leather: for backpacks and crafting aprons
Heavy duty clasps: for droidsmith toolkit, weaponsmith toolkit and demolitionist belt
Crystalline Clothing Treatment: for the exotic leotard
You must be standing next to a private crafting station to use the schematics.
Can I make a factory run from a limited-use schematic
Yes. However, all components must be identical. Therefore you must have looted components with the same serial number to make a factory run. Usually you will not find more than 10 of these, so the factory runs will be small.
What if someone comes to me with loot and a schematic?
This is a personal choice. Some tailors will accept a schematic, and components, and make the item for the customer for free, with the "payment" being the remaining 2 uses on the schematic.
Why can't I see what type of apron it is?
You cannot tell what type of apron it is until you learn it and see the ingredients. The list of ingredients for each apron will be listed later.
Can I learn multiple schematics at once?
Yes. You can have one "copy" of each schematic learned at a time. You may have each "type" of apron learned at the same time as well.
What happens if I crit fail?
You don't lose one of your 3 "uses" but you do lose the ingredients, including loot. Don't crit fail.
What are these tapestries and how are they unique?
Tapestries are a lootable schematic for a house decoration which are unlike the other limited use schematics in the following ways:
They are a one-use, instead of three-use, schematic.
They requires field wear 1
They require a structure/furniture crafting tool to make
They cannot be made into a draft schematic in order to replicate in the factory. One use, one item.
They require generic ingredients - no looted components
Previously, these items could be replicated in a structure factory, so there should be some on the market if you know where to look. It will be easier than looting the schematic.
LOOTED SCHEMATIC FAQ:
What Tools Do I need?
Please remember that all these items are complexity 30 - which means you must use a specialized crafting tool (clothing & armor) and be next to a private clothing & armor crafting station (either in someone's house, or a droid - but you don't need to be the owner yourself).
What Materials do I need?
The materials required are so far the same as you would have around for general tailoring. With the exception of the following:
flora food (chef apron)
aluminum (lightweight military backpack)
mythra copper (for exquisite leotard)
Rori Vegetable Fungus (spec ops agent pack)
Food & Chem Crafting Tool, Clothing/Armor Crafting tool, Structure Crafting tool (for the apron)
weapon repair kit (weaponsmith tool kit) These take any sort of metal.
droid repair kit (droidsmith tool kit)
6 identical warhead mechanisms (for demolitionist belt). Weaponsmiths make these.
dagger (for clothing apron). Apparently this is an artisan item, though perhaps some engineering skill is required.
Various looted components (see end of this document)
Does material Quality Count?
At this point, I (n'Jessi) have made one schematic with the worst materials possible, and the stats came out exactly the same as all reports. So I would say no. However, I have not made any schematics that require crafting tools or repair kits, so the quality on those may make a difference.
What if I crit fail?
The way it is supposed to work (according to the devs): In a crit fail you will lose your materials, but not lose a use on your schematic.
Can I use BE tissues in these items
There have been reports of various tissues working or not working in specific items. I'm updating as the information comes in.
Same style, different stats: the Apron
Crafting aprons of the same "style" have different ingredient requirements which lead to different stats. Aprons, as noted below, can add to clothing, food, or medical experimentation. You will not know what type of apron you have until you learn the schematic and see the ingredients. You may not substitute ingredients to attempt to get a different array of stats.
Learning multiple schematics
If you try to learn a schematic that you have already learned an identical schematic, you will not be allowed to learn the identical schematic. However, if you try to learn a schematic that has the same form, but different substance, you may learn 2 schematics. For example, you may learn the medical apron at the same time as the clothing apron, even though the two are both classified as a "crafting apron."
Schematics
Schematic name: Exquisite Dancer's Leotard
Location found: Jabba's Theme Park
Number of Uses: 3
Ingredients:60 hide, 3 identical trim, 2 identical jewelry settings, 50 metal, 3 identical synth, 2 identical synth, 20 mythra copper, 20 amorphous gemstone, 1 Crystalline Clothing Treatment
Stats: Dancing Mind Enhancement 5, Battle Fatigue Healing (Dancing) 5, Wound Healing (Dancing) 5 These stats are non-functional
Appearance: Identical to exotic leotard.
Restrictions: Presumably, like the original Exotic Leotard, it's female only
Palette: Limited Palette, same as Exotic Leotard
Additional Info: BE tissues will work in this item.
Schematic name: Lightweight Military Pack
Location found: Emperor's Retreat on Naboo, Jabba's theme park
Number of Uses: 3
Ingredients: 20 fiberplast, 10 hide, 1 heavy duty leather, 5 metal, 15 aluminum, 5 polymer
Stats: General Ranged Aiming 5, Melee Defense 3, Ranged Defense 3, Cover 5
Appearance: Looks like military travel pack
Restrictions: None
Palette: none
Schematic name: Droidsmith Tool Set >
Location found: Imperial Theme Park, Col. Veers
Number of Uses: 3
Ingredients: 1 cargo pocket, 20 fiberplast, 15 metal, 10 metal, 1 reinforced fibre panel, 15 non-ferrous metal, 1 droid repair tool, 2 identical heavy duty clasp from a factory crate
Appearance: Mercenary Bandolier
Stats: Droid assembly 5, Droid customization 5, Droid Experimentation 3.
Restrictions: Like all bandoliers, presumably cannot be worn with a backpack
Palette: Presumably leather/white like the mercenary bandolier
Schematic name: Weaponsmith tool kit
Location found: Dantooine rebel missions, Mon Mothma; Jabba's theme park
Number of Uses: 3
Ingredients:1 cargo pocket, 15 metal, 10 metal, 20 fiberplast, 1 rfp, 15 nonferrous metal, 1 weapon repair tool, 2 identical heavy duty clasp
Stats: +5 weapon assembly, +3 weapon experimentation, +5 weapon repair
Appearance: Multipocket bandolier
Restrictions: Like all bandoliers, presumably cannot be worn with a backpack
Palette:Leather, white secondary
Schematic name: Spec Ops Agent Pack
Location found: Mon Mothma, Rebel quest
Number of Uses: 3
Ingredients:3 cargo pockets, 1 heavy duty leather, 5 metal, 20 Titanium aluminum, 10 Rori Vegetable fungus
Stats: Camo 5, Foraging 5, melee def 3, ranged def 3
Appearance:Like Spec ops pack
Restrictions: None
Palette: None
Schematic name: Crafting Apron
Location found: Jabba's Theme Park
Number of Uses: 3
Variations: You will not know until you learn the schematic which ingredients the apron requires - and therefore which stats it will have. You may not "substitute" ingredients in order to try to make the apron come out with different stats.
Crafter's Apron (Clothing)
Ingredients: 2 identical Heavy Duty Leather, 8 chem, 3 chem, 1 synth cloth, 50 hide, 1 dagger (artisan item), 1 clothing/armor crafting tool
Stats:Clothing Assembly 5, Clothing Experimentation 5
Crafter's Apron (medical)
Ingredients:2 identical Heavy Duty Leather, 8 chem, 3 chem, 1 synth cloth, 50 hide, 30 organic, 1 Food & Chem crafting tool
Stats:medicine assembly 5, medicine experimentation 5
Crafter's Apron (chef)
Ingredients: 2 identical Heavy Duty Leather, 8 chem, 3 chem, 1 synth cloth, 50 hide, 10 flora food, 1 Food & Chem crafting tool
Stats: food assembly 5, food experimentation 5
Crafter's Apron (Architect)
Ingredients: 2 identical Heavy Duty Leather, 8 chem, 3 chem, 1 synth cloth, 50 hide, 20 Steel, 1 Structure crafting tool
Stats: Architect assembly 5, Architect experimentation 5
Restrictions: Wookiees cannot wear the apron(possibly because classified as a "vest"). This is a sad day for Wookiees.
Palette: Color 1 is white, color 2 is leather palette. Others have reported no secondary color.
Additional Info: Although at first it seemed that one could not put enhanced tissues into the apron, many tailors now report successful enhancement. Screenshot of enhanced medical apron.
Schematic name: Demolitionist belt
Location found: Jabba's theme park
Number of Uses: 3
Ingredients: 50 inert petro, 25 metal, 35 iron, 6 non-ferrous, 6 identical medium warhead mechanism (from a weaponsmith), 1 heavy duty clasp
Stats: Grenade Assembly 5, Grenade Experimentation 3, Thrown Weapon Accuracy 5
Appearance:Looks like grenadier's belt
Restrictions:
Palette:
Additional Info: It seems as if some of the stats refer to Commando crafting, which was taken out of the game. Hence: probably useless.
Lootable Sub-components
Component name: Heavy Duty Clasps
Location found/monster: Nightsisters (rancor tamers, stalkers), Dathomir; Tuskans; Rebel NPC's; meatlumps
Used in: Demolitionist belt, Droidsmith Tool Set, Weaponsmith Tool Set
Component name: Heavy Duty Leather
Location found/monster: Nightsister Stalker, Nightsister Spell Weaver, Dathomir; Evil Hermit, Bestine; Tuskan kings, Tuskan Elite Guard, Tuskan fort; Jantas; Jawas; rebel NPC's; Gondola Ewoks, marauder theme park, Endor; Ermm ewoks.
Used in: Crafter's Apron, Lightweight Military Pack
Component name: Crystalline Clothing Treatments
Location found/monster: Nym's guard, Lok; Jawa, Tatooine; Corsec; Valarian thug(?); rebel major NPC; a locked container (go figure); Tuskan Guard; Tuskan warlord; RSF commandos outside Theed
Used in: Exquisite Dancer's Leotard
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Decay
What about decay?
Items decay on death and will need repairs. According to empirical evidence master tailors will repair clothing with a better success rate than non-masters. Be sure to get good quality clothing repair tools from a master artisan, and do your repairs before the article gets down to 25%. Although currently clothing does not disappear at 0 condition, this may change.
What about decay?
Items decay on death and will need repairs. According to empirical evidence master tailors will repair clothing with a better success rate than non-masters. Be sure to get good quality clothing repair tools from a master artisan, and do your repairs before the article gets down to 25%. Although currently clothing does not disappear at 0 condition, this may change.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Pricing
How should I price my clothing?
Many tailors use to use Zachary's price calculator, to price clothing based on a credits per unit value of every single resource, and has the option of factoring in extra costs for factory-produced panels, and adding in a premium for higher level items. However like many things SWG, a lot of sites and resources have fallen into the web archive and no longer function. So I am going to include an Article from Kara the Tailor:
First think about what type of tailor you'd like to be. Lower cost tailors go for volume sales. They focus on selling a lot of items in order to make their money. If you charge less than the average price on your server, you'll probably have to spend more time restocking in order to keep a good selection available. If you charge higher than the average price on your server, you'll make more profit per item and have to sell less to make the same amount of money. You may also spend a little less time restocking.
In order to get a sense of the average prices on your server, try and visit as many tailor shops as possible. Make sure to hit a few in high population areas (like in the suburbs of a popular static city or inside a large player city) but also check out a few in more rural areas. Compare the prices from shop to shop and also keep an eye on the bazaar. Many bazaar sales are looted or secondhand clothing so they're probably priced lower than a tailor would sell the things for. If you're ever curious about whether a low priced item is secondhand, just examine the items and see if the owner name matches the creator name. It takes a bit of time and attention, but you'll eventually start to get a feel for the regular prices on your server, and begin to notice the pricing trends as they change.
A good idea is to contact one or more custom clothing tailors on your server. Vendors may not always give you a full view of the pricing on your server. Popular vendors may be out of stock of a few items that you're curious about or you may have found the vendor of a hologrinder who set prices randomly. Ask around and find a well respected tailor or two on your server. Send them an email, that's more polite than a tell since they can get back to you when they have time. Don't just send them a mail asking what they charge for certain items or they'll probably think you want to place an order. Just tell them that you're an aspiring tailor and ask if they would speak with you sometime about prices. Many tailors are more than happy to talk shop when they have time. Be patient, and don't be offended if they don't get back to you right away, their customers are probably their priority.
How should I price bioengineered clothing?
Many tailors use a standard credits-per-point-of-stat-increase method. Others will charge more for certain stats than others. In general, depending on the economy, tailors will charge anywhere from +200 to +1000 credits per stat point. Not all tailors charge for the underlying garment on top of the tissue price. Many price on a sliding scale, instead of a standard per-point method, and charge a higher premium for the higher level tissues because of their difficulty. Another issue to consider is whether to charge for a "wasted" tissue: when you have to use 2 identical panels in a slot, you "lose" the value of one of the tissues. Some tailors charge for all tissues used, others charge just by the stat increase, and others "split the difference" and charge half-price for wasted tissues.
How should I price the items made from the limited use schematics?
That's up to you and what your server charges for the parts. Many tailors don't sell the special items at all, but keep them for guild use.
How should I price my clothing?
Many tailors use to use Zachary's price calculator, to price clothing based on a credits per unit value of every single resource, and has the option of factoring in extra costs for factory-produced panels, and adding in a premium for higher level items. However like many things SWG, a lot of sites and resources have fallen into the web archive and no longer function. So I am going to include an Article from Kara the Tailor:
First think about what type of tailor you'd like to be. Lower cost tailors go for volume sales. They focus on selling a lot of items in order to make their money. If you charge less than the average price on your server, you'll probably have to spend more time restocking in order to keep a good selection available. If you charge higher than the average price on your server, you'll make more profit per item and have to sell less to make the same amount of money. You may also spend a little less time restocking.
In order to get a sense of the average prices on your server, try and visit as many tailor shops as possible. Make sure to hit a few in high population areas (like in the suburbs of a popular static city or inside a large player city) but also check out a few in more rural areas. Compare the prices from shop to shop and also keep an eye on the bazaar. Many bazaar sales are looted or secondhand clothing so they're probably priced lower than a tailor would sell the things for. If you're ever curious about whether a low priced item is secondhand, just examine the items and see if the owner name matches the creator name. It takes a bit of time and attention, but you'll eventually start to get a feel for the regular prices on your server, and begin to notice the pricing trends as they change.
A good idea is to contact one or more custom clothing tailors on your server. Vendors may not always give you a full view of the pricing on your server. Popular vendors may be out of stock of a few items that you're curious about or you may have found the vendor of a hologrinder who set prices randomly. Ask around and find a well respected tailor or two on your server. Send them an email, that's more polite than a tell since they can get back to you when they have time. Don't just send them a mail asking what they charge for certain items or they'll probably think you want to place an order. Just tell them that you're an aspiring tailor and ask if they would speak with you sometime about prices. Many tailors are more than happy to talk shop when they have time. Be patient, and don't be offended if they don't get back to you right away, their customers are probably their priority.
How should I price bioengineered clothing?
Many tailors use a standard credits-per-point-of-stat-increase method. Others will charge more for certain stats than others. In general, depending on the economy, tailors will charge anywhere from +200 to +1000 credits per stat point. Not all tailors charge for the underlying garment on top of the tissue price. Many price on a sliding scale, instead of a standard per-point method, and charge a higher premium for the higher level tissues because of their difficulty. Another issue to consider is whether to charge for a "wasted" tissue: when you have to use 2 identical panels in a slot, you "lose" the value of one of the tissues. Some tailors charge for all tissues used, others charge just by the stat increase, and others "split the difference" and charge half-price for wasted tissues.
How should I price the items made from the limited use schematics?
That's up to you and what your server charges for the parts. Many tailors don't sell the special items at all, but keep them for guild use.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
.png)
- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Your Template
Do I need to be a merchant too?
An overwhelming majority of tailors are merchants too, simply because we can't crate-produce, and we need to keep a large selection on-hand. But there are also special-order tailors. Ultimately it's up to you to choose what sort of tailor you want to be, and if you do decide to have a vendor, see the advice column below.
What professions "go well" with tailoring?
Besides the obvious (merchant), there are many routes that compliment tailor. Armorsmith uses tailoring components and the same tools and factory. Image design gives you the "full makeover" shop experience. Architect lets you decorate the home as well. Entertainer professions give you the ability to show off your work. Bioengineer allows you to make your own tissues (although only one line of BE is tissue-related, there are experimentation points and advanced schematics at master, leaving it probably ineffective to just go up one line). Ultimately, though, it's what you want to do and what makes you happy.
Being a Successful Shopkeeper
Time is Money. If you’re a custom tailor, you spend the same amount of time making a fleshwrap as a soft undershirt. It only makes sense that your prices should reflect the time you spend. For a vendor tailor, as well, there may be little incentive to make the “cheaper” low level clothing because it takes the same amount of time to make novice tailor and master tailor items. One solution to this is to create a “floor” amount, which no item will be priced below, regardless of complexity. Ask yourself: for what amount of money would I bother making this item? For me the number is 500 credits, but it varies from tailor to tailor, server to server.
Expertise Matters – to Hell with Holocrons! So I bust my butt to hit master, pay for all my training, and you want me to sell this to you for a straight cpu basis? I think not! Unfortunately, the reality of the situation is that for a while, every tailor on the servers had hit master roughly around the same time, so masters were no longer at a premium, making it not feasible to sell master items at a higher price. With the hologrinders, there was almost no value in being a master. Fortunately, the hologrinding is coming to a close, and many of the “undercutter” tailors have burnt out on the profession and quit. Master items may become a hot commodity again in the near future. Regardless, I paid for every box, I busted my hump to become master, and I’m charging a little markup on all my master goods, and that’s final!
Materials – does Prada charge by the square inch? Many say that tailors should charge a straight cpu value for clothing. Usually these critics are also quick to point out that our materials are generic and that we are therefore making a ridiculous profit. Not the case!
We have a lot of overhead. We need nice furniture, nice house, storage house, harvesters, etc.
We waste a lot of outfits on special orders and redos. How am I going to sell that hot pink flightsuit which my client rejected and made me redo because it wasn’t “gay enough”? (true story)
We’re not mind readers – items don’t sell sometimes. An armorsmith can sell out his entire inventory in a day. I’ve had some items sitting around for months.
We make everything by hand, and each item is low-priced (compared to armor and weapons). A slim profit margin doesn’t work when there are simply not enough hours in the day to hand-craft a high volume of low-priced goods.
Hand crafting and doing custom orders is time-consuming. If you want the individual attention, be prepared to pay for it. In that same amount of time, I could kill some creatures for money. (see “Time is Money” above)
More Vendors: Splitting Your Stock
Previously, I thought splitting my stock was a nuisance, considering that people were easily using the clothing categories to see what was available. However, now that vendors will have limits, it will be necessary to split up large amounts of stock, depending on what the limits end up being.
Separating Wookiee Wear. Most tailors will separate wookiee wear out simply because there are few items, and they are all categorized weirdly. While I think it’s a good idea, I don’t personally do it because 1) there is one wookiee who lives in my town and I’ve sold to maybe 3 wookiees since I set up shop and 2) there are so few wookiee items I don’t want to “spend” a vendor on it, because I’m trying to spread my wares out evenly, in anticipation of vendor limits.
Labeling tip: If you don’t have a wookiee-only vendor, please take the time to put a “Wookiee” in front of “Decorative Waist Wrap” and other items which do not specify Wookiee. This will help with returns and alphabetical sorting.
Separation by Article Type. This would seem intuitive – put all the shirts on one vendor, pants and skirts on another. This would also be easy for the customer to use. The only problem I see with this separation technique is that separation by category will still potentially result in more than 100 items in a given category, and for some reason people are completely oblivious to the “next page” option and will start sending you frantic tells about being unable to find a certain item.
Separation by Theme. You can put field wear on one vendor and formal wear on another, which helps clients who are looking for something specific. An advantage to this system is that it breaks up some of the big categories (now half the shirts are on one vendor, half on the other). The problem is, some items are “crossover” and it’s hard to classify them (yes, lined shorts are “formalwear” but I would classify them as casual or field gear). Customers may not agree with your classification and pester you about what’s on which vendor. If you’re a “rotation” stocker, this system also will not keep vendor levels constant (i.e. same number of items on each vendor) because one week you will be specializing in field gear, the next week in dance wear.
Separating Female-only items. This is a good technique for people who don’t want to label items “female only” or take back returns from males who don’t use common sense when purchasing. On the down side, females may forget that some unisex skirts are on a different vendor, and not bother to check the different vendor. However, I’ve found this vendor system incredibly useful, because it’s cut down on my number of returns, increased the number of men buying skirts, and has given me a place to put my bustiers (are they casual? Are they formal?)
Separating Accessories/Shoes/Hats. This is incredibly useful, particularly because backpacks are labeled “misc” instead of clothing. They are more likely to be found on an “accessories” vendor. I like separating out the shoes, too, because shoes are not necessarily formal or field (i.e. uniform boots can be worn anywhere). But the question arises whether, if you have a female-only vendor, you put female-only accessories (dress slippers, lekku wraps, etc) on the female-only vendor or the accessories vendor. There is a problem with the vendor at the moment, namely that there are not a whole lot of accessories to fill it. I firmly believe that once the necklace bug is fixed, the jewelry business will boom, and therefore I have invested in the Accessories vendor for now.
Separating BioEngineered Items. Probably this is the most important thing you can do, if you run a business in bioengineered items. You want to make sure the customers in search of stats get to these items. However, if you don’t do a lot of these items, it may be a “waste of a vendor.”
Labeling tip: If you can’t afford a separate vendor, label your item “+13 bleed defense blah blah” and all BE items will then jump to the top of the list and be clustered together when categories are sorted alphabetically.
Flexibility and Vendor Naming
As you all know, you can’t rename your vendor after you place it. Sure you can remake your vendor, but it took 500 tries to get a pretty vendor, and no frickin way! And you’d have to unload it.
Advertising (which I will deal with in the next chapter). Your vendor will appear on the planetary map with the title you gave it. Naming it something like “Shopkeeper Ralph” will probably not draw customers, even if it is listed under the “clothing” category. Especially if you carry BE items, you may want to name your vendor something that reflects that. On the other hand, if your primary source of advertising is word-of-mouth, this is not a concern for you.
Confusing the Customers. “How the frick am I supposed to know that “Jane” carries female-only items?” Customers may not find what they want without clearly-labeled vendors, resulting in tells to you in poor grammar.
Reorganization of your Shop. If you’re a person who likes to reorganize, and move things around constantly, you may not want descriptive vendors, particularly if you have a rotating inventory, and may not even be carrying a certain type of item on a given week.
Do I need to be a merchant too?
An overwhelming majority of tailors are merchants too, simply because we can't crate-produce, and we need to keep a large selection on-hand. But there are also special-order tailors. Ultimately it's up to you to choose what sort of tailor you want to be, and if you do decide to have a vendor, see the advice column below.
What professions "go well" with tailoring?
Besides the obvious (merchant), there are many routes that compliment tailor. Armorsmith uses tailoring components and the same tools and factory. Image design gives you the "full makeover" shop experience. Architect lets you decorate the home as well. Entertainer professions give you the ability to show off your work. Bioengineer allows you to make your own tissues (although only one line of BE is tissue-related, there are experimentation points and advanced schematics at master, leaving it probably ineffective to just go up one line). Ultimately, though, it's what you want to do and what makes you happy.
Being a Successful Shopkeeper
Time is Money. If you’re a custom tailor, you spend the same amount of time making a fleshwrap as a soft undershirt. It only makes sense that your prices should reflect the time you spend. For a vendor tailor, as well, there may be little incentive to make the “cheaper” low level clothing because it takes the same amount of time to make novice tailor and master tailor items. One solution to this is to create a “floor” amount, which no item will be priced below, regardless of complexity. Ask yourself: for what amount of money would I bother making this item? For me the number is 500 credits, but it varies from tailor to tailor, server to server.
Expertise Matters – to Hell with Holocrons! So I bust my butt to hit master, pay for all my training, and you want me to sell this to you for a straight cpu basis? I think not! Unfortunately, the reality of the situation is that for a while, every tailor on the servers had hit master roughly around the same time, so masters were no longer at a premium, making it not feasible to sell master items at a higher price. With the hologrinders, there was almost no value in being a master. Fortunately, the hologrinding is coming to a close, and many of the “undercutter” tailors have burnt out on the profession and quit. Master items may become a hot commodity again in the near future. Regardless, I paid for every box, I busted my hump to become master, and I’m charging a little markup on all my master goods, and that’s final!
Materials – does Prada charge by the square inch? Many say that tailors should charge a straight cpu value for clothing. Usually these critics are also quick to point out that our materials are generic and that we are therefore making a ridiculous profit. Not the case!
We have a lot of overhead. We need nice furniture, nice house, storage house, harvesters, etc.
We waste a lot of outfits on special orders and redos. How am I going to sell that hot pink flightsuit which my client rejected and made me redo because it wasn’t “gay enough”? (true story)
We’re not mind readers – items don’t sell sometimes. An armorsmith can sell out his entire inventory in a day. I’ve had some items sitting around for months.
We make everything by hand, and each item is low-priced (compared to armor and weapons). A slim profit margin doesn’t work when there are simply not enough hours in the day to hand-craft a high volume of low-priced goods.
Hand crafting and doing custom orders is time-consuming. If you want the individual attention, be prepared to pay for it. In that same amount of time, I could kill some creatures for money. (see “Time is Money” above)
More Vendors: Splitting Your Stock
Previously, I thought splitting my stock was a nuisance, considering that people were easily using the clothing categories to see what was available. However, now that vendors will have limits, it will be necessary to split up large amounts of stock, depending on what the limits end up being.
Separating Wookiee Wear. Most tailors will separate wookiee wear out simply because there are few items, and they are all categorized weirdly. While I think it’s a good idea, I don’t personally do it because 1) there is one wookiee who lives in my town and I’ve sold to maybe 3 wookiees since I set up shop and 2) there are so few wookiee items I don’t want to “spend” a vendor on it, because I’m trying to spread my wares out evenly, in anticipation of vendor limits.
Labeling tip: If you don’t have a wookiee-only vendor, please take the time to put a “Wookiee” in front of “Decorative Waist Wrap” and other items which do not specify Wookiee. This will help with returns and alphabetical sorting.
Separation by Article Type. This would seem intuitive – put all the shirts on one vendor, pants and skirts on another. This would also be easy for the customer to use. The only problem I see with this separation technique is that separation by category will still potentially result in more than 100 items in a given category, and for some reason people are completely oblivious to the “next page” option and will start sending you frantic tells about being unable to find a certain item.
Separation by Theme. You can put field wear on one vendor and formal wear on another, which helps clients who are looking for something specific. An advantage to this system is that it breaks up some of the big categories (now half the shirts are on one vendor, half on the other). The problem is, some items are “crossover” and it’s hard to classify them (yes, lined shorts are “formalwear” but I would classify them as casual or field gear). Customers may not agree with your classification and pester you about what’s on which vendor. If you’re a “rotation” stocker, this system also will not keep vendor levels constant (i.e. same number of items on each vendor) because one week you will be specializing in field gear, the next week in dance wear.
Separating Female-only items. This is a good technique for people who don’t want to label items “female only” or take back returns from males who don’t use common sense when purchasing. On the down side, females may forget that some unisex skirts are on a different vendor, and not bother to check the different vendor. However, I’ve found this vendor system incredibly useful, because it’s cut down on my number of returns, increased the number of men buying skirts, and has given me a place to put my bustiers (are they casual? Are they formal?)
Separating Accessories/Shoes/Hats. This is incredibly useful, particularly because backpacks are labeled “misc” instead of clothing. They are more likely to be found on an “accessories” vendor. I like separating out the shoes, too, because shoes are not necessarily formal or field (i.e. uniform boots can be worn anywhere). But the question arises whether, if you have a female-only vendor, you put female-only accessories (dress slippers, lekku wraps, etc) on the female-only vendor or the accessories vendor. There is a problem with the vendor at the moment, namely that there are not a whole lot of accessories to fill it. I firmly believe that once the necklace bug is fixed, the jewelry business will boom, and therefore I have invested in the Accessories vendor for now.
Separating BioEngineered Items. Probably this is the most important thing you can do, if you run a business in bioengineered items. You want to make sure the customers in search of stats get to these items. However, if you don’t do a lot of these items, it may be a “waste of a vendor.”
Labeling tip: If you can’t afford a separate vendor, label your item “+13 bleed defense blah blah” and all BE items will then jump to the top of the list and be clustered together when categories are sorted alphabetically.
Flexibility and Vendor Naming
As you all know, you can’t rename your vendor after you place it. Sure you can remake your vendor, but it took 500 tries to get a pretty vendor, and no frickin way! And you’d have to unload it.
Advertising (which I will deal with in the next chapter). Your vendor will appear on the planetary map with the title you gave it. Naming it something like “Shopkeeper Ralph” will probably not draw customers, even if it is listed under the “clothing” category. Especially if you carry BE items, you may want to name your vendor something that reflects that. On the other hand, if your primary source of advertising is word-of-mouth, this is not a concern for you.
Confusing the Customers. “How the frick am I supposed to know that “Jane” carries female-only items?” Customers may not find what they want without clearly-labeled vendors, resulting in tells to you in poor grammar.
Reorganization of your Shop. If you’re a person who likes to reorganize, and move things around constantly, you may not want descriptive vendors, particularly if you have a rotating inventory, and may not even be carrying a certain type of item on a given week.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
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- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Selling your goods
What is the best way to sell my stuff?
This is a judgment call based on what type of tailor you are. Do you like to spend a lot of time with one customer? Or do you like to craft on your own schedule? Depending on how you envision your tailoring, you can decide whether you want to be a vendor-tailor, a special-order tailor or a hybrid.
Should I use the bazaar?
The bazaar is a good tool for getting your name out there, especially when you're new, or to make cash when business is slow. However, be sure not to undercut the market - you only end up cheating yourself.
What should I stock?
See article above: Being a Successfull Shopkeeper
How do I make my shop attractive?
Here is an example of SWG decorating, use your imagination, also, browse the architect forum. http://vescas769.wix.com/emudeco
How do I know what is wearable by what species?
Wookiee clothes now have their own category. Ithorian clothing is clearly labeled with the word "Ithorian" in the title. Ithorians can only wear Ithorian clothing, except they can wear normal backpacks and belts. Other species cannot wear Ithorian clothing. Twi'leks cannot wear headgear that does not say "twi'lek" or "lekku" in it, and twi'lek headgear cannot be worn by anyone else. All species can wear chef aprons, and all species EXCEPT Ithorians can wear chef hats (Ithorians have special chef hats).
How do I know what is wearable by what gender?
Which clothing can be worn by which gender is quite surprising sometimes.
What is the best way to sell my stuff?
This is a judgment call based on what type of tailor you are. Do you like to spend a lot of time with one customer? Or do you like to craft on your own schedule? Depending on how you envision your tailoring, you can decide whether you want to be a vendor-tailor, a special-order tailor or a hybrid.
Should I use the bazaar?
The bazaar is a good tool for getting your name out there, especially when you're new, or to make cash when business is slow. However, be sure not to undercut the market - you only end up cheating yourself.
What should I stock?
See article above: Being a Successfull Shopkeeper
How do I make my shop attractive?
Here is an example of SWG decorating, use your imagination, also, browse the architect forum. http://vescas769.wix.com/emudeco
How do I know what is wearable by what species?
Wookiee clothes now have their own category. Ithorian clothing is clearly labeled with the word "Ithorian" in the title. Ithorians can only wear Ithorian clothing, except they can wear normal backpacks and belts. Other species cannot wear Ithorian clothing. Twi'leks cannot wear headgear that does not say "twi'lek" or "lekku" in it, and twi'lek headgear cannot be worn by anyone else. All species can wear chef aprons, and all species EXCEPT Ithorians can wear chef hats (Ithorians have special chef hats).
How do I know what is wearable by what gender?
Which clothing can be worn by which gender is quite surprising sometimes.
- How can I track my sales?
I recommend you use a Microsoft Excel spreadsheet or openOffice Calc.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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UniformMarshall
- Jr. Member
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- Posts: 64
- Joined: Tue Jul 21, 2015 9:35 pm
Troubleshooting
I am getting an error message when I try to use my crafting tool.
Check to see if your inventory is full. If it is, you probably have created something in the tool, and it remains in the "hopper" until you have space. Clear out inventory space. Then right click on the tool in the inventory. Use the radial to navigate up to "craft" and then an option should appear to unload the completed prototype into your inventory.
I am getting a "you are already crafting" message, but my crafting screen is not up.
Hit alt a few times and your crafting screen should reappear.
Factory stopped?!
Could be several things:
Out of ingredients
Out of power
Output hopper full or close to full (this causes an error)
I can't find the schematic for the hooded cloak
Go into your crafting tool and you should see 2 schematics which say "cloak" and display the hood-down icon. Choose the second one. When you click through to the materials loading screen, the icon should now have a hood-up, and the default title for the garment will say "cloak (hood up)". Continue to craft as you normally would to produce the garment.
I am getting an error message when I try to use my crafting tool.
Check to see if your inventory is full. If it is, you probably have created something in the tool, and it remains in the "hopper" until you have space. Clear out inventory space. Then right click on the tool in the inventory. Use the radial to navigate up to "craft" and then an option should appear to unload the completed prototype into your inventory.
I am getting a "you are already crafting" message, but my crafting screen is not up.
Hit alt a few times and your crafting screen should reappear.
Factory stopped?!
Could be several things:
Out of ingredients
Out of power
Output hopper full or close to full (this causes an error)
I can't find the schematic for the hooded cloak
Go into your crafting tool and you should see 2 schematics which say "cloak" and display the hood-down icon. Choose the second one. When you click through to the materials loading screen, the icon should now have a hood-up, and the default title for the garment will say "cloak (hood up)". Continue to craft as you normally would to produce the garment.
[align=center]
[/align]
[align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
[/align][align=center]Oola La Fashions by Gennie, Diarmid, Naboo Showroom ( - 5213, 2883 )[/align]
[align=center]Gennye - Master Doc/Master Smartypants, Owner of Gentech Pharmaceuticals[/align]
[align=center]Isolde Lightdust - Burlesque Dancer and Owner of Cirque Des Immortels[/align]
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Rhaige9
- Full Member
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- Posts: 167
- Joined: Fri Jul 03, 2015 3:38 pm
WOOT!!! awesome job. Thx Gennie!
Mayor of Vishous Acres, Naboo. Vendors, The Vishous CM, Riyce's Merchantile, Zehex Resouces
http://www.EverstuffRanch.blogspot.com
http://www.EverstuffRanch.blogspot.com
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Maldred
- Lord of the Sith

- Posts: 531
- Joined: Mon Feb 09, 2015 1:16 am
- Location: Dark Citadel, Naboo
Outstanding work as always Gennie.
Thanks for setting this up. I know it will help my wife tremendously.
Thanks for setting this up. I know it will help my wife tremendously.

Mayor of Dark Citadel, Naboo and Leader of <DARK>
Drop-off vendor @ 3983, 5728 in the Dark Citadel Mall
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Kaede
- Light Jedi Knight

- Posts: 79
- Joined: Mon Aug 10, 2015 8:24 am
Thank you so much for posting this! Just got back to Novice Tailor again. Some great info that had slipped from memory here!
[align=center]K'tirra | Master AS & Tailor
Kaede | Master Artisan, Architect & DE
Vendors in the Twilight Imperium Marketplace[/align]
Kaede | Master Artisan, Architect & DE
Vendors in the Twilight Imperium Marketplace[/align]
