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Custom loot bags.


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#1
PJ156

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I just read EE's blog and this issue was brought to my mind again. EE is using gems to give treasure variation which is something I have tried in my last few mods due to what is, in my opinion (and EE's it seems), the very dull range of non magic treasure available to us. The issue here is the inventory system. If you give the PC seven different gems stone the inventory gets mixed up and the player is left with the task of sorting it all and that's the equivalent of being told you cant play DnD till you've finished tidying your bedroom by your mum.

 

In my last mod i put in some custom loot bags.All that was was a renamed loot bag so you could buy a gem bag, a scroll case etc.

 

All that offered was an aide memoir for where you had put the stuff. 

 

I have no answer to my questions below but I would love to hear if this is possible and even better to find that is has happened or someone is interested enough to work on it.

 

1. Can we have a bag to which items of certain tags are automatically placed, so it a PC puts a gem into his inventory it goes to thier gem bag. Scroll will not work like this, nor potions as these need to be accessed to play and I don't think you can resource something from a bag it has to be in your inventory. That leads me to wanting to:

 

2. Drag and drop to the bag icon without opening the bag as we could in the Baldurs gate days

 

Finally though this seems counter intuitive to my needs. I would like to see money appear as an inventory item so that 10,000 fills one slot. this would push the player to carrying gems/jewellery not gold to represent cash. That to me is more realistic that carrying round a million GP.

 

The last bit needs development as shops would need to be able to take gems as cash. Much thought needed before that is a reality.

 

PJ



#2
Loki_999

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1) Probably. You can have preferred containers for stuff. Automatically though, i think that would have to be handled by the on-acquire event.... oohh, nice idea though for when out grinding.  If you have a bag called something like AutoGems then any gems you grab will automatically go into it.  Although, very inefficient scanning inventory every time, Better option, widget to allow targetting a bag and saying "This bag is for gems" and "This bag is for scrolls" and then store the object ID of the targetted bag as a var on whatever/wherever your module/PW uses for persistent storage.  A quick GetBaseItemType(), check the variable, and move it.

 

2) Not as far as i know, but, it might be possible with some GUI/XML work to hook into a custom function that would make it happen. I'd guess Lance B is the man you need here.

 

3) Money as inventory items is tricky. You would need to hook into (or probably more literally override) all the stores and trade screens to allow this. Then you are also having to deal with highly intensive scripts doing inventory scans every time you purchased things.  We have "Planar Coins" on our server which people can trade between themselves with fixed values. However, when it comes to trading with NPCs they have to convert the items back to regular gold.



#3
Luminus

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I remember a mod somewhere where they implemented Copper, Silver, Gold and Platinum coins as currency like in PnP. I'm not sure where I saw, but I know it exists somewhere.



#4
kamal_

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I just read EE's blog and this issue was brought to my mind again. EE is using gems to give treasure variation which is something I have tried in my last few mods due to what is, in my opinion (and EE's it seems), the very dull range of non magic treasure ... 
PJ

In my item pack I included 30-40 items designed to include as non-magical alternate treasures or plot mcguffins. Some were small magic items for classes that nwn2 doesnt have (a focus for psionics for instance), others were just valuable rarities (rare incenses, bits of dirt from the elemental plane of earth). I assigned them the value that the sourcebooks provided for them
They were not organized like a standardized trade gem system though.

#5
Eguintir Eligard

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I originally thought you mean changing the models that drop (and always look like a generic bag in game). And now I want to do it! But does anyone know where you would? I figured one of the fields in the item editor in the toolset would lead to it but no.

 

As for your mission #3 sounds close enough to impossible that I dont know if you'd want to do the work of maintaining all of that.



#6
4760

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I figured one of the fields in the item editor in the toolset would lead to it but no.

I even looked in the 2da, just in case. In the end, I installed Kivinen's item pack, adding some items when needed (i.e. the ones I created).



#7
Eguintir Eligard

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I don't need to install any placeable pack as that is the function of the cornucopia. However! These items still don't drop as such when a monster dies... Just the stupid bag. Anyone know? Even if we can't change it to multiple models, we can change the bag to a pile of generic loot at least right?

I just need to know the model name. I was able to change the area transition graphic by simply replacing the file no 2da existed

#8
Dann-J

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Customising body bags:

 

http://forum.bioware...sing-body-bags/

 

I have my own version of appearance.2DA in my override folder with the body bag entries pointing to other stock models. A lot of monsters in the official campaigns now show piles of bones or treasure when they die. It seems that a 'default' setting for a body bag means different things to different creatures. Most undead automatically use the bone pile model, for instance. You'd not normally notice that though, since all the body bag entries in the official version of appearance.2DA use the same loot bag model.

 

I've also 'borrowed' the Witcher generic corpse model that Tchos converted for The Black Scourge of Candle Cove. I use it as a body bag for any small or medium sized living creature. In my current module I'm trying to eliminate the loot bag entirely.



#9
Eguintir Eligard

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Amen sister.

Ok so its not item based. That's fine. As long as I can change it to a few generic varities it will make a world of difference

#10
Tchos

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Yeah, I used that model for the corpse of a quest NPC, but as Dann recognises it was the default "body bag" remains in the Witcher.  It should be available in that pack as well, unless I forgot to include it.



#11
Dann-J

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Yeah, I used that model for the corpse of a quest NPC, but as Dann recognises it was the default "body bag" remains in the Witcher.  It should be available in that pack as well, unless I forgot to include it.

 

I didn't see it in the separate download, which is why I was so pleased to see it in your campaign (I recognised it as soon as I saw it).

 

I had to make sure it didn't have a tint map though. For some reason, when the game drops a body bag using the 'body' option it automatically tints it bright red (it must be something hard-coded). Not having a tint map on the model prevents that from happening.



#12
Tchos

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I'll check through the Witcher files and put it in if it's missing.  Sorry about that, if I left it out.