Hey again. I have no clue if this is solvable but I rather like the default loot generation scripts and I think that they're fairly well balanced - the only problem is, they sometimes spawn FR-specific items, like books. Is there a way to edit the list of items that these scripts refer to? They're not actually contained within the scripts themselves.
Editing Loot Lists?
Débuté par
Mr. Versipellis
, juil. 02 2012 10:22
#1
Posté 02 juillet 2012 - 10:22
#2
Posté 02 juillet 2012 - 11:24
You can always modify the item. Find out the item resref, extract it from NWN datas, modify it the way you like and put into: module (by putting it into modules/temp0 and saving module), override, or any hak on server side.
#3
Posté 02 juillet 2012 - 11:45
I suppose that would work, but that would mean working out the resref of every last object in every treasure list, and I'm sure there must be a workaround. 90% of the stuff works fine - gems, arrows, gold, etcetera - it's just stuff like books that's throwing off the immersion.
#4
Posté 03 juillet 2012 - 12:11
http://nwvault.ign.c...bs.Detail&id=96
May want to take a look at that entry on the vault, it replaces all the bioware books with blanks or you can fill them with your own info
May want to take a look at that entry on the vault, it replaces all the bioware books with blanks or you can fill them with your own info
Modifié par Birdman076, 03 juillet 2012 - 12:11 .
#5
Posté 03 juillet 2012 - 12:24
Books are kind of a commodity in my world, which is a semi-realistic medieval one full of starving, illiterate peasants. Is there a way to remove them from the lists, along with certain pieces of equipment?Birdman076 wrote...
http://nwvault.ign.c...bs.Detail&id=96
May want to take a look at that entry on the vault, it replaces all the bioware books with blanks or you can fill them with your own info
#6
Posté 04 juillet 2012 - 03:26
Just to clarify, what I want to edit is the contents of TREASURE_TYPE_LOW, TREASURE_TYPE_MEDIUM and so on - I just don't know how to edit those lists.
#7
Posté 04 juillet 2012 - 03:40
nw_o2_coninclude that should be a good place to start.
#8
Posté 04 juillet 2012 - 03:45
I think I can kind of see what needs doing. Aren't modules set up to use the SoU system by default, though? There's that x0_i0_treasure library attached to the scripts, and I really don't know how to work with this system.ShadowM wrote...
nw_o2_coninclude that should be a good place to start.
#9
Posté 04 juillet 2012 - 04:53
Mr. Versipellis wrote...
I think I can kind of see what needs doing. Aren't modules set up to use the SoU system by default, though? There's that x0_i0_treasure library attached to the scripts, and I really don't know how to work with this system.ShadowM wrote...
nw_o2_coninclude that should be a good place to start.
If you follow the functions that are being used to create the items. You will find that all of the books are being created by one function in nw_o2_coninclude, That ShadowM pointed you to. The function is:
void CreateBook(object oTarget)
{
int nBook1 = Random(31) + 1;
string sRes = "NW_IT_BOOK01";
if (nBook1 < 10)
{
sRes = "NW_IT_BOOK00" + IntToString(nBook1);
}
else
{
sRes = "NW_IT_BOOK0" + IntToString(nBook1);
}
//dbSpeak("Create book");
dbCreateItemOnObject(sRes, oTarget);
}
EDIT: If you want a list of the books with there ResRef's, You can find them in the Lexicon
Home > Resources > Items > Book
Modifié par Lightfoot8, 04 juillet 2012 - 05:11 .
#10
Posté 05 juillet 2012 - 07:39
Ah, thanks, that works pretty well. I think I might just make a new module base container, though.Lightfoot8 wrote...
Mr. Versipellis wrote...
I think I can kind of see what needs doing. Aren't modules set up to use the SoU system by default, though? There's that x0_i0_treasure library attached to the scripts, and I really don't know how to work with this system.ShadowM wrote...
nw_o2_coninclude that should be a good place to start.
If you follow the functions that are being used to create the items. You will find that all of the books are being created by one function in nw_o2_coninclude, That ShadowM pointed you to. The function is:
void CreateBook(object oTarget)
{
int nBook1 = Random(31) + 1;
string sRes = "NW_IT_BOOK01";
if (nBook1 < 10)
{
sRes = "NW_IT_BOOK00" + IntToString(nBook1);
}
else
{
sRes = "NW_IT_BOOK0" + IntToString(nBook1);
}
//dbSpeak("Create book");
dbCreateItemOnObject(sRes, oTarget);
}
EDIT: If you want a list of the books with there ResRef's, You can find them in the Lexicon
Home > Resources > Items > Book





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