Tailor Archive

Thread: Guide To Bio Clothing NEW (Long)

Raptorfish
Thu Oct 09, 2003 5:02 pm
#1

(Okay I have posted this a few places, but it's important here to!)


Hello gang,


I wanted to share with some of you how BE, and Tailoring make clothing with mods. Some of you may already know this chore spans two professions, the Bio Engineer and the tailor. I am also happy to report that from my personal studies clothing with mods is working. All skills except the skillMedcine use are fixed. The devs have stated that medicine use is to un-balancing and will likely never work.


If you're like me, you probably read the notes and said what? What does that mean. Some of you Bio Engineers may have found a tailor to work with some maybe not. Well I have the luxury of being both a Master Bio Engineer and a Master Tailor. I think, I was the first if not the only to take on such a challenge but the nice thing is I can from my personal trials, find out what the heck is going on. So here goes.


Skills that Bio Engineers can make for clothing are as follows:


Medicine: Wound/Injury Treatment
Entertainer: Dancing/Musician Wound Healing


Ranger/Scout: Camouflage/Mask Scent
Marksman/Rifleman: Cover
Creature Handler: Taiming Wild/Vicious Creatures
General Combat Defense: Bleeding Defense
General Combat Defense: Stun/Melee Defense
General Combat: Intimidation/Warcry


Notice how the skills are separated into two groups. This is imporant for later. You'll also notice that on some lines I have mentioned 2 skills, if two skills are mentioned on the same line, that means 1 tissue from the Bio Engineer mods BOTH skills. The highest I have personally ever been able to get any of those mods, is +16. So if you're in the market for the uttermost best you can safely bet at this point, that +16 is the highest you're going to find. There however, is an exception; melee defense maxes out at +4.


Today after not playing my BE/Tailor for so long, Istarted thumbing through my emails. Lots of you folks are looking for the +25 items you have seen me or somebody else has made. I am sorry to report to you that +25 mods on any single clothing items is NO longer able to be produced. All my customers who bought the bullet and took a gamble on mods even though they didn't work prior to this month may have some really rare items. +25 Mods on a single piece of clothing can not be re-produced...currently.


Now I am going to get technical here, and those who don't play either a Bio Engineer or Tailor may get lost, but if you're reading, I encourage you to continue. I'll try to be as informative as possible.


Before this patch I was super pumped, I was very very excited that BE was getting some loving, having been down in the dumps about my character choice the huge notes about fixes and changes really had my heart pumping. I think Tuesday, 2 days before the patch I ran into a rather, well, disturbing post about the state of tissues, and how they were, are, having issues stacking. Even though the notes indicated there was a problem, it wasn't clear, and even after reading this post ,hindsight, it wasn't clear either. I'd like to try and clear some of this up.


First off, I want to say to Bio Engineers that factories ARE working, however you need to RE-DEED your factory before it will take any Bio Schematic. Tailors who had sought Tissue enhancments in crates in the past will be pleased to hear this as well. Because now, any clothing item that uses a synthetic cloth or re-inforced fibre panel can be modded. Prior to the patch, because of the way the crafting system was set up, this wasn't possible. We were caught in a circle, clothing item X used factory only synthetic cloths, which could be made in a factory, but since factories didn't take bio schematics there was no way to load those cloths with bio-enhancments. Its working now!


The first thing a Tailor needs to do to put mods on his/her clothing is find some bio enhancments. Perferably now, in crates. From there, the tailor can manufacture Bio Enhanced Synthetic Cloths, and Re-fibre panels for later use in clothes. Some items call for factory only cloths, and panels, so I'd strongly recommend making them all in the factory if possible. Those two list above where I mentioned the mods, here is where those come in, Synthetic clothes will only take the medical or entertainer mods, the rest can go in the fibre panels.


Crafting the item and stacking. Pre patch clothing items that called for more then one cloth or panel could have mods double, or even tripled to eventually reach the cap of +25 per mod, per clothing article. That cap now no longer is an issue, because mods do not stack with one another used in the same clothing article. Pre patch articles like the Smock, or Adminstraters robe which had 3 separate slots for synthetic cloths would come out at cap simply because the mods did stack (though they didn't work) in the item. Now using the same method the last synthetic cloth used in the last slot dictates the total mods. Let me give some examples.


Smock: Uses 3 synthetic cloths:


Pre-patch, I'd load up 3 +13 wound, +13 injury clothes, and I'd get a +25 +25 (really +39 worth of mods but the cap prevented anything over +25)modded smock.
Post-patch, in the first slot I put a +11 +11 cloth, second +14 +14 and the third slot I put a +15 +15 cloth and I get a, +15 +15 modded smock. Mods of same type do not stack!


Killing your own mods is possible. Before the most recent patch we had to worry about non-modded cloths, or panels killing the mods on the modded ones. In the Pre patch smock example above had I used any un-modded cloth in that smock, the final result would have been a smock with no mods, esstentually meaning I have to waste a modded cloth, because I knew +13 and +13 = 26, and the cap was +25 I really didn't need that third cloth, but I did because of the mod killing bug. This has been fixed!!!!! Now in the post-patch smock example, since I know the mods won't stack, I can use 2 un-modded cloths, and one modded cloth and still get the +15 +15 result. HOWEVER, if you use pre-patch synthetic cloths in this manner those old cloths WILL kill the mods, just as they would have pre-patch. I recommend discarding this old mod killers, and running fresh components.


Okay so if you have digested that all, maybe read some of it twice, scratched your head and said what? now mods are worse..here is the good news about the patch. Pre-patch using a synthetic cloth and a re-inforced fibre panel (lots of items use both) would result in the synthetic cloth mods only. Killing the mods that should have come from the panel. This has been fixed!!! Now if an item calls for both a synthetic cloth, and a fibre panel the item will have BOTH mods. Meaning items such as the popular spec-opts duster, crafters pants, desert command jacket, etc.. can not only havecloth mods, but they can come withpanel mods as well, adversly you can just put panel mods, orcloth mods in them you don't have to do both.


One last thing before a shameless self promotion, we still do have to waste cloths and panels in some items, such as the Spec Opts Duster, the requirments here calls for 2 identical fibre panels, and 1 synthetic cloth. Because mods on the same item do not stack you essentially have to use 2 fibre panels to get the mods for that slot.


Also, one thing I have not tested yet, and maybe some can before I get to it, I wonder if on something like the smock if I used a Medical Modded Syn Cloth, and a Entertainer Mod syn cloth would it get both of those mods, or would the last slot still over-ride the first slot? This is a none issue with panels as no clothing item I have found calls for 2 different allocations for panels, its always 3 identical, 2 identical or 1. Never 2, 1 like we see in the cloths...



Anyway, I hope you all found this helpful in your next clothing purchase.


My shop is located at Theed, Naboo at -5235 3355, I have stocked a varity of single, dual modded clothing as well as scores of pet stim packs and crates.

Subcriminal
Thu Oct 09, 2003 6:33 pm
#2

Actually since this last patchI have had emoty panels wipe out a modded panel with military camos, reinforced pants, padded workpants, infiltrator leggins, wookiee shoulderpad, pocketed shorts and crafters pants. I have yet to try other things but in my experience this has not been fixed at all.
Subcriminal
Thu Oct 09, 2003 6:44 pm
#3

Ack, sorry just read your post on the other thread. I answered the question of whether I was using old or new panels, the answer is that I was using new, freshly made panels.
Polenth
Thu Oct 09, 2003 7:14 pm
#4

A question I've not seem answered yet... I know what stats can be altered. But which tissue has which stat? I know myoflex and confidence cloth, but a lot of the other things I see in the tissue line, it isn't obvious which does what. It would help to know when it comes to ordering tissues.



--
Jazirah

Fernvale Tailor Shop
-1375 -95 [Alacio Island, nr. Keren, Naboo, Bria]
Alacio Island City Planner
Songe
Thu Oct 09, 2003 8:40 pm
#5

Good guide, but I have to concur with the previous poster, the listed items don't work for me.



------

Novice Lekku Stomper
DarcyJ
Thu Oct 09, 2003 8:52 pm
#6

Thank you so much for this; I willbe referring my customers and BE friends to it (the latter probably know most of this, but I've had a few very confused and worried people today).




Darcy Jones, Master Tailor.
http://darcyjones.hyperchat.com
Shop Now Open in Notfar City, Tatooine
Bio-Engineered Garments Available!
Subcriminal
Thu Oct 09, 2003 11:43 pm
#7

Important PLEASE READ:


I have found the answer for the tissue inconsistencies, in reference to it working for some people but not others on the identical items.


With the new patch we can now double-click on a crate in the crafting window as a shortcut to fill slots. This is what causes the non modded-crated material to wipe-out of the BE tissue mods. If you extract the cloth from the crates into your inventory INSTEAD of using the new double-click short cut (provided with this new patch) it will work!


So the lesson is that the shortcut the devs gave us for filling slots with crated items is BUGGY and will erase BE tissue mods. Do it the old way! Extract your cloth, fastner, trim, etc. components FIRST- DO NOT use them directly from the crate itself in the crafting window.


I had been using the "double-click" shortcut from the beginning, until I experimented and tested the same garments with the extract-first method. The extract method worked. I promptly reported this bug in game.


I hope this helps!


Subcriminal
Fri Oct 10, 2003 11:24 am
#8

Futher investigation told me that new, fresh crates on non-modded cloth won't overwrite the BE mods. It's the old non-modded crates that seem to wipe out your BE stats, no matter how fresh your BE cloth is. Use manual extraction of components from the old crates to work around this bug.
Songe
Fri Oct 10, 2003 12:41 pm
#9

Well I used the tissues directly from the crate for some clothes (dresses) and it works fine, and it still doesn't work for others.


But I tried it and it worked for the others, thanks for the tip




------

Novice Lekku Stomper
Songe
Fri Oct 10, 2003 1:25 pm
#10

It does work with wookie shoulder pads.



------

Novice Lekku Stomper
Polenth
Fri Oct 10, 2003 5:08 pm
#11






Polenth wrote:
A question I've not seem answered yet... I know what stats can be altered. But which tissue has which stat? I know myoflex and confidence cloth, but a lot of the other things I see in the tissue line, it isn't obvious which does what. It would help to know when it comes to ordering tissues.





If someone knows, the answer would be really, really useful. All these guides and FAQs seem to take it for granted that everyone knows what tissue effects what stats, but if you're not a bio-engineer too, it isn't that obvious. I saw active biosensors mentioned elsewhere, and I wouldn't have had a clue that was a tailor tissue from the name.





--
Jazirah

Fernvale Tailor Shop
-1375 -95 [Alacio Island, nr. Keren, Naboo, Bria]
Alacio Island City Planner
SoleilTailor
Sat Oct 11, 2003 12:07 am
#12

Does this work for wookiee shoulder pads? I know it works for pants, but I'm afraid to use up any more tissues, lol.



---------------------------------------
Soleil: Master Sword, Novice CH, Novice TKA, Novice Scout
Clan Silverwolves in Cabo San Lobos, Naboo
BristaAB
Sat Oct 11, 2003 4:42 am
#13

Thank you for a very good guide


I would make one suggestion though:


General Combat Intimidation and Warcry


should be


Brawler: Intimidation and Warcry


as most combat characters aren't brawlers and don't have these skills


On to a question. I have two Active Biosensors which still read +13 to 3 skills - injury treatment, medicine use and another medical one. The medicine use is no longer available on post-patch biosensors so these are gold dust


I want to make sure I get the most out of them. As I understand it if one tissue goes into two separate pieces of clothing the bonuses will stack and I'll get +25 to 3 skills. Is that correct?




[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
Page 1 of 2
Previous Next