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Bigger Chest Needed


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15 réponses à ce sujet

#1
Alupinu

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Is there any way to increase the storage slots (132) of a container?
My problem is that in one part of my mod the party loses their entire inventory and it all gets stored in a chest. Unfortunately at this point of the mod there is a good chance that the parties’ inventory is going to have more than 132 items.
Testing conducted by one of my b-players has shown that any items exceeding 132 get deleted and of course this is unacceptable. So I need to find a bigger chest.
 
Thank you.

Modifié par Alupinu, 11 août 2012 - 10:51 .


#2
kamal_

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Use multiple chests?

#3
kevL

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that's a tricky one

I'd place down a half-dozen or a dozen waypoints, spawn in chests and give them unique tags ( chest01, chest02 etc ) that match the waypoints, as items are being transferred. Count the items as they go and max each chest at say 100 items (or 140 items), spawn a new chest and restart the count each time the last chest fills up. And given that a character can theoretically have a LOT of items (in say Bags of Holding) stop the script when no more waypoints/chests are available.


Or just stop the script you have now, at ~140 items ... leave the extra items on the character(s),


( make the chests bashable in case the storage room gets a bit too cluttered to maneuver around in ). The point is stop the script rather than letting items get deleted

#4
Morbane

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Dont containers have a setting for inventory size? Or any placeable with an inventory for that matter?

#5
kevL

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- don't think it works, M.

#6
Morbane

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bah, thought it did...

#7
kevL

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check it ;)

#8
PJ156

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I don't have the scritped answer Alu but you could spawn each npc to a speparate chest?

That should solve your problem but also sorting out the inventory of each member took a long while. It would be easier if the npc could go to thier chest, loot all then re-equip.

PJ

#9
kamal_

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This thread wins the misleading thread title award. :P

#10
Alupinu

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PJ156 wrote...

I don't have the scritped answer Alu but you could spawn each npc to a speparate chest?

That should solve your problem but also sorting out the inventory of each member took a long while. It would be easier if the npc could go to thier chest, loot all then re-equip.

PJ


Thanks Pj and kamal you weren’t too far off.
I ended up making two more scripts and placing two more chests with unique tags in the chamber. I re-assigned some of my npc’s with the new scripts and in turn re-assigning them to new chest. Now each npc has 88 item slots for their inventory which should be more then enough.
Thanks everybody for your replies. Image IPB

Modifié par Alupinu, 11 août 2012 - 11:39 .


#11
Lugaid of the Red Stripes

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I think re-equipping over 132 items would be unbearably tedious. Knowing which items the players are likely to have, would it be possible to just destroy some of the more mundane ones, like potions, medkits, and miscellaneous items? I imagine a lot of things, like jewels, ammo, and scrolls, are just doomed to be sold, anyway. Even low-level weapons and magic items could be tossed, if you can safely assume that the players would have abandoned them for more level-appropriate items.

I'm sure there's a plot-specific way to sort through the items that makes sense in your particular circumstance. If it really is a case of the party's equipment just being temporarily removed, I think using separate chests for each party member is the way to go, you could even write a script to automatically put all the items back into the appropriate character's inventory.

#12
Alupinu

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Lugaid,
It’s been my experience when dealing with players that you can drink their beer, talk trash about their mother even fool around with their wife but if you mess with their inventory you’re going to have a fight on your hands.

What I did do is give the main pc his own chest and the other npc’s the other two chests. This should help the player put his clothes on faster. Party of four is the max party size. So that’s 88 item slots for each npc.

#13
Lugaid of the Red Stripes

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@Alupinu: One of these days I'm gonna make a module solely devoted to antagonizing players, and I'll be sure to put messing with their inventory at the top of my list. Every town will have it's pickpockets, every city gate it's corrupt guards, and every companion will 'lose' half their inventory every time you pass a well-stocked tavern.

#14
Guest_Iveforgotmypassword_*

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Spawn everything behind them too !

#15
Dann-J

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I wonder how infuriatingly difficult it would be to write a script that puts each party member's items into a separate container item (like a low-level magic bag), label each bag with the name of the party member they came from (SetFirstName on the container item), then put all the bags in the same chest?

I've heard that container items can be the bane of an inventory-related script though.

#16
Alupinu

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I just gave each npc they’re own script then each script was linked to its own container. Not a big deal if you do it that way. But writing a script for multi-player now that would be challenging.