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Old 11-28-2024, 12:28 AM
Passenger Passenger is offline
Kobold


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Posts: 104
Default Tailoring Updates 1999-2001

The following updates were made to Tailoring between 1999 and 2001:

September 1999
- Whip Pattern (Item)

Reposted from Dolalin's thread. I didn't notice it had been moved to Resolved before I submitted it:
- https://groups.google.com/g/alt.game...m/Nayn01GYrkEJ
Quote:
Herschel Boyd
Sep 14, 1999, 7:00:00 AM

I found a whip pattern on a Vendor.
This must mean we can make Weapons now.
Can they be enchanted
can they be converted to magical
????????????????????????????
we can only try to find out
- https://groups.google.com/g/alt.game...m/NiMU40CrT2IJ
Quote:
Marc Fuller
Sep 15, 1999, 7:00:00 AM

I logged on, and checked around Neriak and Rivervale. It appears that the new
patterns were only added to the merchants that formerly sold Backpack patterns,
and Large Sewing kits. I also bought the instructions availble from the
vendors, and noticed that they still do not mention how to make Quivers or
Fleeting Quivers, nor do they explain what to do with the new Whip pattern. And
at 1pp each, I didn't feel like experimenting with them. Has anyone found out
how to use the Whip pattern yet?

Marc Fuller
-----

July 2000
- Tailored Quiver (Combine)
- Tailoring Quivers (Item - Recipe Book - Added)

- https://groups.google.com/g/alt.game...m/2E7l8auu9AUJ
Quote:
Lokari
Jul 27, 2000, 7:00:00 AM

Several people have e-mailed me with a new addition to tailoring.

It is now possible to create Tailored Quivers. Combine a High Quality
Cat Skin with a Quiver Pattern in a sewing kit. This will create a
quiver, which is a six slot item that will hold only arrows.

Offhand, it looks mostly useless. However, the quivers are *not*
trivial at skill 108 (the previous max with backpacks). I'm told
quivers can get you as high as skill 115, which would provide for an
added measure of security in making backpacks with minimal failures.

I'll be updating my tailoring web page with this information once I
get done doing some more testing myself.
Quote:
abatt...@netscape.net
Jul 27, 2000, 7:00:00 AM

Lokari <lok...@enteract.com> wrote:
> Several people have e-mailed me with a new addition to tailoring.

> It is now possible to create Tailored Quivers. Combine a High Quality
> Cat Skin with a Quiver Pattern in a sewing kit. This will create a
> quiver, which is a six slot item that will hold only arrows.

the book that explains how to make quivers appear in firiona vie, on the
fletching merchants.

...
-----

Aug 2000
- Silk Thread (Combine)
- Silk Bandage (Combine)
- The Crafty Tailor (Item - Recipe Book)

Sep 2000
- Silk Cord (Combine)
- Leather Padding (Combine)
- Tailored Large Bag (Combine)
- Tailored Large Belt Pouch (Combine)
- Tailored Small Bag (Combine)
- Tailored Wrist Pouch (Combine)

- https://groups.google.com/g/alt.game...m/XvvNBy-jkDoJ
Quote:
Dark Tyger
Aug 11, 2000, 7:00:00 AM

According to Alakhazam's, there's a new tailoring recipe: two
spiderLING silks now make a "silk thread". Anyone know what these are
good for yet...?
...
Quote:
CMG
Aug 11, 2000, 7:00:00 AM

2 silk threads combined make a silk bandage. How a silk bandage is different
than a reguler bandage im not sure.
This Oct 2000 capture of EQTradeskills notes the recent updates.

Lokari also documented the change (Aug2000 vs Oct2000).

Yakatizma confirms the recipes split over Aug/Sept:
- https://web.archive.org/web/20030219...ve/arc86.shtml
Quote:
September 6, 2000 - Yakatizma Infobits

Tailoring
[Quote from original post: This is concerning recent updates in taloring for
Spiderling silk.

According to new formalas:

1. Spiderling Silk+Spiderling Silk = Silk Thread
2. Silk Thread +LQ pelt (any?) =Leather BAcking
3. Silk Thread + Silk Thread = Silk Bandage
4. Silk Thread+Silk Thread+Silk Thread=Silk Cord
5. Silk Cord + LQ Pelt (any?) = small bag

Now, I have a concern if ANY LQ pelt can be used for number 2 and 5.

Also, I tried #2 with LQ Wold Pelt and got: These items DO NOT combine in such quanoties!"

HELP!!!]

Only the thread and bandage recipes are on live at the moment, the others are still on test.
Gating the Silk Thread combine would block the Silk Bandages. Gating the Silk Cord combine would block all of the tailored containers. The Leather Padding combine, however, uses silk threads and would need to be gated separately for Sep 2000.

-----

May 2001
- Fleeting Quiver (Combine)
- Tailoring Quivers (Item - Recipe Book - Updated)

EQTraders notes its status prior to May 2001:
- https://web.archive.org/web/20010413..._tailoring.htm
Quote:
fleeting quiver

There is NO recipe for this item. It was confirmed by Yakatizma on April 7, 2001 that this item does not exist (though the pattern is sold by merchants).
- https://web.archive.org/web/20010806....com/index.htm
Quote:
05/30/01
Patch Day.
...
I normally don't talk a lot about what's going on over on the Test server, though we randomly get updates from the Test tradesfolk when something is coming through that will impact the trade community. After all, it is Test, and things can/will/do change often on Test before they hit the live servers. (And I absolutely refuse, under any situation to post recipes/stats on the main part of my site until it's verified as "live".) However, an accomplishment last night on Test deserves a little cheering. The fleeting quiver has been very much a "holy grail" type item for tailors and archers for 2 years now, and finally, the recipe was put in place on Test. Given the difficulty of obtaining the needed ingredients on Test, and the fact that there is a much smaller tradesfolk community on Test, extra kudos go to Uind and Gyodokan for reporting the first known success on a fleeting quiver on Test last night about half an hour before the servers went down. Well done! I'm sure the folks on the live servers will quickly follow suit once the servers are back up. [You must be logged in to view images. Log in or Register.]
The day after the patch:
- https://groups.google.com/g/alt.game...m/eLfL_o3r0A4J
Quote:
Dark Tyger
May 31, 2001, 4:28:00 PM

Gregory Gadow <tech...@serv.net> wrote:

>no one wrote:
>
>> Other than Wu's armour etc which uses Thickened Mana vials does anyone know
>> what use the others are for? I think some of them may be used in the ultra
>> high SoV tailor armour.
>>
>> Crystallize Mana
>> Clarify Mana
>> Distill Mana
>> Purify Mana
>
>Clarify mana (29th lv Enchanter) is needed for the idols implemented with this
>patch, along with Enchant Clay (8th lv Enchanter) and a cleric/druid/shaman's
>Imbue spell. Info on the EQTraders message board (http://www.eqtraders.com)
>under Pottery.

They've also finally implimented the fleeting quiver recipe, which
uses one of the other mana vials now...
It appears the recipe book, Tailoring Quivers, was updated to reflect the new recipe. Compare Lokari's list of tailoring books (Apr2001 vs Jul2001).

-----

Despite the recipes not being implemented, the Quiver Pattern and Fleeting Quiver Pattern appear to have been in-game from launch.
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Old 11-28-2024, 01:24 AM
Rygar Rygar is offline
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As it relates to Tailoring, Looms (I believe) were only added in June 2001, I don't believe these were ever properly factored into Green timeline.

I found that they were actually a ground spawn according to ShowEQ database, and that you had to click on the frame (the top part of it, not the threads... this caused confusion for new tradeskillers) to open it. Not sure if they are implemented as such on P99 or may help to for updating without any patching?

Not sure if an earlier date prior to June 2001 can be found also.

First Loom Mention June 2001:
Quote:
Found out totally by accident while fooling around with loom in Rivervale,
you have to click on the *frame* of the loom to get it to open. Clicking on
the threads did nothing, but clicking on the frame (the top cross bar if it
matters) popped it right open.
Quote:
Don't feel bad - the looms have only been in the game a short while,
and their use is not immediately obvious.
Quote:
You have to left click on the wood frame at the top of the
loom.
Ground Spawn mention:
https://www.showeq.net/forums/archiv...hp/t-4154.html
Quote:
I found that fixed tradeskill containers are actually included as ground spawns. Here's the starting list I came up with:

IT27_ACTORDEF,Book
IT63_ACTORDEF,Small Bag
IT66_ACTORDEF,Forge
IT69_ACTORDEF,Oven
IT70_ACTORDEF,Brew Barrel
IT73_ACTORDEF,Kiln
IT74_ACTORDEF,Pottery Wheel
IT128_ACTORDEF,Loom
IT403_ACTORDEF,Yew Leaf
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Last edited by Rygar; 11-28-2024 at 01:28 AM..
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  #3  
Old 11-28-2024, 07:25 PM
Passenger Passenger is offline
Kobold


Join Date: Oct 2019
Posts: 104
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Interesting info about tradeskill objects. I thought they might be baked into the zone files so to speak, but if they are treated as ground spawns, then perhaps they are removable.

As for Looms, May or June 2001 looks to be correct. (Likely the May 30, 2001 patch specifically that returned Large Sewing Kits to 8 slots).
- https://dbsanfte.github.io/eq-archiv...-msg-14812.txt
June 14, 2001
Quote:
I can't seem to find any vendors carrying deluxe sewing kits. Where
are they?
Quote:
Discontinued item. Perhaps you can pick one up at a garage sale. Or
you can figure out how to make the new standing looms work, which provide
the same functionality without the inconvenience of actually having a
10-slot giant-size container.
This relates to the Large Sewing Kit changes that just got flagged on P99. Discussion occurred in this thread.

This Everlore comment gives a bit more backstory:
- https://web.archive.org/web/20020506...2099&mode=show
Quote:
Submited by: Shmoozo On: 8/6/2001 8:09:27 AM

Okay, here are the facts about the Deluxe Sewing Kits and other sewing kits:

Originally there were only 2 kinds of sewing kits -- small (2 slots) and large (8 slots).

Then Verant introduced the cultural tailoring kits for halflings and woodelves, each of which had 10 slots because there were recipes that had more than 8 ingredients. These can ONLY be used to make cultural tailored items.

After that Velious came out and we got the Coldain Tanning Kit (8-slots) which is required to make the Velious tailoring recipes.

Then, in a move that initially puzzled a bunch of people, the large sewing kits mysteriously gained 2 slots and became 10 slot containers. At the time they were VERY light in weight, so this had the potential to destroy the tailored backpacks market.

In an apparent response to the gales of complaints from the tailoring community, Verant raised the weight on the Large Sewing Kits to partially restore the market for the tailored backpacks.

Then the recipes for the Wu's Fighting armor were discovered. This explained the reason why the Large Sewing Kits were now 10 slotters.

Not long after this Verant made the decision to reduce the number of slots on the Large Sewing Kits back to 8, but they couldn't do this on the one's people already had, so they renamed the existing stocks of 10 slot sewing kits to Deluxe Sewing Kits and placed a new, 8-slot Large Sewing Kit on the appropriate vendors to replace the 10 slot kits they had been selling.

At this time they also introduced 10-slot Looms into the starting cities so people could still make the recipes that required more than 8 slots.

At this time the only 10 slot sewing kits in game are the in-town looms, and the existing, player held supply of Deluxe Sewing Kits. You cannot buy a Deluxe Sewing Kit from a merchant at this time. It seems unlikely that you will ever see 10 slot sewing kits sold by merchants again.

The only source for 10 slot Deluxe Sewing Kits at this time is other players who happen to have an extra or two. People who are lucky enough to have more than one of them seem to be hanging on to them, however, as they seem to be gaining value as more and more people develop an interest in Tailoring as the result of the introduction of the Prayer Shawl quests in Thurgadin.
This June 2001 EQTraders capture lists the new Wu recipes, the first to require more than 8-slots. (See: tunic, pants, cloak)

For flagging purposes, I'd say it depends on how the additional Wu recipes are flagged and how the Large Sewing Kit change was handled. That said, Looms would be either May 2001 or June 2001.
Last edited by Passenger; 11-28-2024 at 07:41 PM.. Reason: Added additional detail
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Old 11-30-2024, 12:01 PM
nilbog nilbog is offline
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Looms like this?

[You must be logged in to view images. Log in or Register.]

As far as I know, these objects were in game since launch. Maybe they were not clickable before then? Screenshot is from pre-launch IGN.
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Old 11-30-2024, 01:33 PM
Rygar Rygar is offline
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Perhaps they were intended to launch but decided against, I could find no evidence that they worked prior to May/June 2001. I know there was mention also that the old Steve Prutz maps would include tradeskill locations such as kiln, forge, etc but none of them ever listed a loom.

In your screenshot posted it may have been a flavor item added in for a quest, found this mention from June 1999:
Quote:
The merchant up some platforms from main lift (her name starts with an L and
she stands by a loom) will make a
bonded orc vest for you when you give her 2 legionaire shoulderpads, a
crushbone belt and 10 gold. The vest resists poison and is
ac8
I really find no mention of using looms prior to the patch, you would think people would say to go use a loom but I don't see that.
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Old 11-30-2024, 06:09 PM
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Quote:
Looms like this?
No, there are a couple looms that look like that in Kelethin, but even now on P99, they are inoperable.

- https://web.archive.org/web/20060906...php/t-772.html
Quote:
Chenier
12-11-2002, 01:22 PM
Right...just stand in front of the loom and page up so you're looking at the top horizontal beam. Click it. Should open.

If you look at the supplies location list, it will give you the listing of "real" looms and their locs. I think there used to be a list of looms that weren't real (like, for example, the loom on the first platform off the newbie lift in Kelethin is not real).
- https://web.archive.org/web/20060914....php/t-53.html
Quote:
Lothay
12-27-2002, 10:57 AM

How to open looms:
Loom opening can be tricky until you know the way.
http://mboards.eqtraders.com/images/notloom.jpg (https://web.archive.org/web/20151027...es/notloom.jpg)
First of all, if the loom has a plaid pattern on it, it is NOT a loom. It's just an old-world prop.
http://mboards.eqtraders.com/images/loomside.jpg (https://web.archive.org/web/20120521...s/loomside.jpg)
This is a loom from the side - the clickable area is highlighted.
http://mboards.eqtraders.com/images/loomfront.jpg (https://web.archive.org/web/20120521.../loomfront.jpg)
This is a loom from the front - the clickable area is higlighted.
Surprisingly, the image links in this post were archived. I've included them in parentheses above. You can also see what the usable tradeskill loom looks like.

But, the plot thickens... it seems the looms in Firiona Vie and East Cabilis (also Kaesora) existed before changes to Sewing Kits in May 2001. I'll try to find more information.
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Old 11-30-2024, 09:51 PM
Rygar Rygar is offline
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Entirely possible some folks just didn't understand how to open them (especially as some were apparently not real as you point out) and preferred sewing kits. Or possibly looms became necessary after the changes where you needed 8 slots? Info is pretty sparse from what I saw
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Old 12-01-2024, 02:19 PM
nilbog nilbog is offline
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Pending update:

-Restricted many tailoring patterns and recipes to their proper eras.


For the loom objects, we can remove them, but we do not currently have a method of spawning them on demand. Until that is possible, the looms will remain.
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Old 12-01-2024, 04:20 PM
Rygar Rygar is offline
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Thinking out loud, but for example can you create a "Rivervale_A" (no looms) and "Rivervale_B" (with looms), and after timeline era anyone logged out/bound in Rivervale_A and all their corpses go to safe point (EC Tunnel)? Then any new zone ins are to Rivervale_B.

I thought something was done in regards ToV locket binding a while back on blue, not sure if that was automated or a server reset situation.
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