MarshallV_ForgotMyAccount wrote...
I can suggest another alternative. You can just make any items that are equipped non droppable and any loot you want to drop, use my Legends Loot Plugin. It works for both PW and most SP modules (just ignore the database part for SP modules). You can get it here: http://www.nwn2legends.com
You can see the how to use videos for it HERE
Cheers!
Marshall
Hi Marshall,
What a fascinating system! I just watched every video and wished I had seen it some time ago. One half of me wants to try to incorporate it, the other half is concerned about how much it would interefer with my own systems currently in place. This is definitely something I would have used if I had not already done what I have, and I am still considering taking a look and see if it is possible to incorporate some of it.
Thanks for sharing this system and making some excellent infomrative videos. Now to really give this some thought.
EDIT: I just looked at some of your world's screenshots .... I love seeing people design and use new GUIs in their games .. and yours looked great! Makes me want to take a closer look at your code ... if I only had more energy and time in a day.

I_Rapps wrote...
This thread had me digging into my toolset. Just Thursday night, I was playing SOZ again and encountered one of my custom encounters, the Ogre Warband; and the Warlord dropped his blade, just like he's always done. So you had me wondering, "how the heck did I do that?"
Looking at the Ogre Warlord in the toolset provided the answer - he has a half-dozen items equipped and undroppable, and a droppable copy of the sword in his backpack. Apparently I knew this approach two years ago but have forgotten in the meantime.
Hi I_Rapps,
I did some digging around in my own scripts and have currently (I have only just come back to looking at it again) come to the conclusion that when you first set the droppable items, it will drop or not drop what you set - and you should basically ignore whatever you see when you go back into the properties to look at it again, because they will mislead you to what is actually set. Furthermore, what it displays when you go back into the properties after checking it the first time wil vary according to whatever you first had set (similar to what you had said before). So, if you go back to look at what you set th efirst time, you can basically ignore whatever it syas, because if you try to chang eit, the chances are you are messing with what you had first set (and appears to work - although I am still testing). I am still uncerain about the goblin drops though, and will test a little more to be "sure".
EDIT: I still have the armour drop problem, so I am still looking at this.Diophant wrote...
I had the same trouble with goblins, too. Not knowing what was the reason, I solved it by destroying the leather armor on death. Just another workaround for this annoying bug...
Hi Diophant,
The goblins do appear to be the first culprit I found that has given me more grief than usual. I wonder if there is something particular with them, or it just happens to be the first type of creature we notice the problem. I also considered destroying the leather armour, but in my last test (where I simply ignored what the toolset was telling me and tried anyway) and the armour decided not to drop anymore. Confusing to say the least, but if I don't intend to go back and change anything, then maybe and as long as I do set it right in the first place, I just don't go back into the creature's properties. As I say though, I am still testing this and won't take these results as good until I have more certainty. Furthermore, I had (and now removed) another script which was checking inventory drops that (while should not have affected what was being dropped) may have complicated matters. As I say, I have removed that for now, and will look at that again if need be. I need the original drops to work as they should before I go with that script as well.
EDIT: I still have the armour drop problem, so I am still looking at this.Shaughn78 wrote...
I ran into this same issue. In the changing to droppable flag the game draws a distinction between equipped and non-equipped items. I generally do the same as I_raps and add items to the non_equipped items that I want to have dropped and leave the equipped items as undroppable.
Hi Shaughn78,
If I have to, then I will do the same. However, if I can cover myself with a script or a method that avoids having to remember this extra step I will, as I am bound to forget this otherwise. As I say, I have had success with NOT going back into the settings to check the properties ... and if I leave them alone (and ignore what they now say), it has (so far in my testing) worked as I thought it should. Until I have done a few more days testing, I will not believe it as a safe and secure means of dropping.
EDIT: I still have the armour drop problem, so I am still looking at this.And of course, that then makes me think of Marshall's system again .... it appeals to me a great deal, but I am not sure I want to look at the time I may need to spend trying to integrate that one.
Anyway, thanks everyone .... I will continue testing and let you know if I do "discover" anything more than what people have already mentioned. And of course, I am still ready to listen to other people's experiences and resolutions.
Many Thanks all,
Lance.
Modifié par Lance Botelle, 14 octobre 2012 - 07:26 .