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Animal containers


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#1
Tyharo

Tyharo
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I wanted to create some animal containers, so that when you right-click on them they give you a material (like wool), just as with the plants.
You can change the appearance of a container into all kinds of stuff but f.e. ambient_goat doesn't show up in the list over there (placeables).
It can only be chosen as appearance of a creature.
Is there a way to make it show up in the list of appearances of containers too?
That would make it a lot easier.
Or do I have to wait for someone making a placeable model of a goat next to the creature model?
Is there any difference between these two type of models anyway?

For now I have one goat with a conversation option.
So you have two options: Take wool and Leave alone.
When you choose take wool you should receive an item (for now I just took a wolf pelt).
But I don't want the player to be able to do it twice.
So I decided to make a plot, and set it to the flag that he already gave you something so the "take wool" doesn't show up anymore in conversation.
But then I figured that if I want to put more then 1 goat I have to make a seperate plotfile for each, else those other won't have the option "take wool" either.
So I guess I am back at the "I want to choose a goat appearance for my container" option. :D

#2
BryanDerksen

BryanDerksen
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  • 273 messages
Placeable appearances and properties are defined by the placeable_types 2DA. You can find it in the file "placeables.xls" under your "sources" subdirectory.



http://social.biowar.../Placeables.xls has information about this 2DA in particular, and http://social.biowar...t/index.php/2DA has information about 2DA editing in general. If you want to add a new placeable appearance, consider making it an M2DA addon rather than simply tacking it on to the existing 2DA file; this will allow your mod to be used in combination with other mods without conflicts (provided you don't reuse the same row ID number as someone else).

#3
BryanDerksen

BryanDerksen
  • BioWare Employees
  • 273 messages
Oh, another possible approach just came to mind that's hackier but perhaps much easier (assuming it works). Try placing a container with the appearance "Invisible Object, Medium (Container)" overtop of a non-interactive goat. If the player moves his mouse pointer over the goat it should register the invisible container.