Just to be very clear:
Its not possible to actually do a mood with this? I know I can set a worker to have a mood, but I mean everything, with workshop-claiming, working, artefact-creating, the entire process. The texts from Quietust seem to indicate that the answer is no.
The GM-editor alone doesn't seem to be able to do it - as Quietust pointed out, the game creates a job, allocates the materials it will use and picks the dwarf. I'm trying to test if the type of mood can be changed - ie make a fey mood a secretive mood - by seeing if the moody creature will still gain the skills. Also testing to see if you can name artifacts before the moody dwarf makes it. But it's not possible to make a dwarf go into a mood yet.
You should be able to make a dwarf make more than one artifact though - by changing the flag in the editor from 'had_mood - true' to 'had_mood - false'.
Quietust
did say he was thinking about making a script or something to allow dfhack to control the artifact job creation though - or that's how i understood him anyway.
//UPDATE:I've (stupidly) just realised you can also use the gm-editor to select
items. I just unflagged an artifact as being recognised as an artifact, allowed it to be dumped, dumped it where I wanted it, then re-flagged it as an artifact again.
There are several flags for items, and you can modify sharpness, temperature, material, quality, wear, possibly also the number in the stack (possible duplication?), you can also modify the item sub-type, but I haven't tested that.
ON MOODS & ARTIFACT CREATIONI was able to test a few things on moods.
If a dwarf gets POSSESSED rather than another mood type, you can alter the moods effect, so that the dwarf still receives skills - I tested this by changing a possessed dwarfs mood to fey, immediately upon getting the notification that he was possessed.
The artifact itself did not change.
You can also name artifacts before they are created. Upon the dwarf in question being possessed I used the gm-editor to alter the artifact name, by adding RARGH! as a first name (as this is not assigned to artifacts).
The image:
Testing to see if I can make non-artifacts become artifacts. So far doesn't look possible.