Machinist is a disciple of war job and does not have a base class. It wields a one handed gun mainhand and an aetherometer off hand. The aetherometer is used by every weapon, making weapon edits limited. The most unique aspects of Machinist is that they have both summons and several summoned weapons. This can make for some interesting and complex edits.
The following are assets of the Machinist job that I am able and willing to edit.
Equipped weapon
Attachment metadata for equipped weapon
Basic Job Animations
Ability and Skill animations, timelines, VFX, and SFX
Limit Break 3
Auto Crossbow - Please refer to this page for details on modding Auto Crossbow
Scattergun - Please refer to this page for details on modding Scattergun
Maintenance Wrench - Please refer to this page for details on modding Maintenance Wrench
Marksman's Spite - Please refer to this page for details on modding Marksman's Spite
Full Metal Field - Please refer to this page for details on modding Full Metal Field
Satellite (Satellite Beam) - Please refer to this page for details on modding Satellite (Satellite Beam)
Rook Autoturret - Please refer to this page for details on modding Rook Autoturret
Automaton Queen - Please refer to this page for details on modding Automaton Queen
Equipped Weapon
I am able to entirely replace a job's equipped weapon. This is a technically complex edit that requires edits across multiple different files which can include the weapon model, skeleton, animations, duplication codes, and its many attachment points that break down by both race and gender.
This edit has limitations too. For instance, dual wielding is possible on a job that wields a single weapon, but is limited to dual wielding two of the same weapon. Due to the unique challenges of each weapon and their possibilities, the cost of replacing a job's equipped weapon is difficult to estimate.
Basic Job Animations
Basic Job Animations can cover many animations of a job, including the idle, movement, draw and sheathe, cutscene animations, alternate pose, and job specific emotes, and auto-attacks. When estimating the cost of replacing the basic job animations, expect to be quoted about $10 for each of those categories.
Limit Break 3
Limit Break 3 edits are especially grandiose. This is the area of a job overhaul where going big is expected. Keep in mind that unless you share your LB3 mod via a mod sharing plug-in it is limited to your eyes only. That said, I take care to also use Lua conditions, a system in the game that can limit the visibility of various parts of a mod, to limit the worst of the LB3 effects to the caster only. When using an LB3 the player is locked in place while it is performed, which means going all out on an LB3 mod does not normally impact the player's tactical abilities any worse than the base game's LB3.
Expect to be quoted $120 to edit the LB3 of a job. An LB3 often takes a few days to fully edit from concept to finalization.
Abilities and Skills
When estimating the cost of a job edit assume to be quoted $15 for each ability and skill, including role abilities. This price is based on the assumption that a basic ability or skill will take approximated 1.5 hours to edit. This is a low estimate of the time it takes to edit a single basic ability or skill from conception to creation to testing to fixing to finalization. More often than not, the average time takes longer. The additional time it takes is a cost that I eat for the commissioner and will not change the price paid by the commissioner.
This does not include the cost of editing advanced assets such as summons or summoned weapons. Refer to the pages for those assets to get an idea of the cost to edit them.
There are ways to save on the cost of a commission request by using the edits for an upgraded version of an ability or skill for its lower level versions or using a single ability edit for abilities and skills that are often treated as a duplicate of that ability or skill.
As an example for the former, a commission requestor editing Dark Knight could save on their request by using the edits for Flood of Shadow to also edit Flood of Darkness. In this case, Flood of Darkness would be treated as a free edit for the commissioner and included in the price of Flood or Shadow.
An example of what I would classify as duplicate abilities are the Rites, Impulses, and Fountain of Fire spells for Summoner. If a commission requestor requested the edits for Ruby Rite to be used for the other Rites, Impulses, and Fountain of Fire, the other Rites, Impulses, and Fountain of Fire would be effectively free, included in the price to edit Ruby Rite.