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Storage Chest......


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#1
DecalGuy

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Is it possible to create a storage chest like in "Wardens Keep" for us users that dont want to pay 7$ just for the chest?

I have a feeling that Bioware/EA either have the way hard coded or somehow made it so we have to buy the DLC for the chest.... maybe thats why we cant edit/import into the main campain, that want us to pay 7$ for 45 min of game play and a chest. (Ive read everywhere that its only 45 min Image IPB ).

#2
Varenus Luckmann

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I haven't played Warden's Keep yes, but leaving out such a basic functionality in a game where you limit the amount of stuff characters can carry just so you can sell a $7 DLC on release day is just shady.

We could use a chest at the camp, yeah.

#3
BryanDerksen

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The OpenInventory script function takes a true/false parameter that sets whether it's possible for the player to add inventory to the object whose inventory was opened. So it should be a simple matter to add more storage chests, or perhaps even to override the default container script to make everything into storage chests (I haven't looked into how default containers actually work though so don't necessarily quote me on that).

#4
DecalGuy

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BryanDerksen wrote...

The OpenInventory script function takes a true/false parameter that sets whether it's possible for the player to add inventory to the object whose inventory was opened. So it should be a simple matter to add more storage chests, or perhaps even to override the default container script to make everything into storage chests (I haven't looked into how default containers actually work though so don't necessarily quote me on that).



But can we import this into the "Main Campaign" or do I need to create my own to have the storage chest?

#5
Sturmlied

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Now we just need a way to add placeables to the main campaign...



You guys really did not make this easy =)

#6
Sturmlied

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DecalGuy wrote...

BryanDerksen wrote...

The OpenInventory script function takes a true/false parameter that sets whether it's possible for the player to add inventory to the object whose inventory was opened. So it should be a simple matter to add more storage chests, or perhaps even to override the default container script to make everything into storage chests (I haven't looked into how default containers actually work though so don't necessarily quote me on that).



But can we import this into the "Main Campaign" or do I need to create my own to have the storage chest?


Thats a good question.... I want to add more storage to the main campaign also... and I'm planed to do most of my "work" as sidequest or addons to the existing game.

#7
DecalGuy

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well anyone know if we can place this chest into the main campaign?

#8
Craig Graff

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If you haven't been to the area that you are adding the chest it would be a matter of opening the area in the toolset, adding the chest and exporting. If you have been to the area, it exists in your save game and would ignore the new version.



To avoid any save game issues, use CreateObject and the area script. If you want to make an add-in module so anyone can quickly add it to their game, make a PRCSCR_chest.xls to call a script to create the chest.



I can understand if none of that makes sense quite yet, but I'm certain you'll be able to find examples quite soon.

#9
DecalGuy

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Craig Graff wrote...

If you haven't been to the area that you are adding the chest it would be a matter of opening the area in the toolset, adding the chest and exporting. If you have been to the area, it exists in your save game and would ignore the new version.

To avoid any save game issues, use CreateObject and the area script. If you want to make an add-in module so anyone can quickly add it to their game, make a PRCSCR_chest.xls to call a script to create the chest.

I can understand if none of that makes sense quite yet, but I'm certain you'll be able to find examples quite soon.


Thx Craig, what do u mean it exists in the save game? does this mean we can open our save games in the toolset and add the chest to the party camp?

#10
Wannabeuk

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Craig Graff wrote...

If you haven't been to the area that you are adding the chest it would be a matter of opening the area in the toolset, adding the chest and exporting.....


Any ETA on when we will be able to open the Main Campaign in the toolset?

#11
BryanDerksen

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I don't know what the plans are currently for making the main campaign's designer resources available. For the moment all I can suggest is to experiment with the little demo module and see if you can make your changes there, as a prototype.

#12
DecalGuy

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BryanDerksen wrote...

I don't know what the plans are currently for making the main campaign's designer resources available. For the moment all I can suggest is to experiment with the little demo module and see if you can make your changes there, as a prototype.


thx Bryan, I can see ALOT of reasons not to make the "Main campain" editable, but I can also see ALOT of reasons to make it available.

Main reason to make it NOT would be because its linked to the website, and couldnt people create super items, thus causing there character linked here to get all the achievements, and having outrageous stats, on the stat tracking info provided by the website.

But we need it available to add small (not cheating items) like chests for storage. Unless you guys provide one in a patch then keep the "Main campaign" locked, to keep everything fair.

#13
ordenrahl

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I think maybe just having a notification on somones profile whether they are using custom content or not might suffice instead of locking the main campain

#14
phordicus

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DecalGuy wrote...
Thx Craig, what do u mean it exists in the save game? does this mean we can open our save games in the toolset and add the chest to the party camp?

if you haven't visited an area, then it only exists in the game resources.  if you have visited, then there is the pure version still in resources and a specific copy in the saved game file which will ignore any changes to the base resource.  like .STO files in bg.

#15
tical_150

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So there isn't any hope of a storage chest made by modders (or for myself if I learn to use the toolset) until the "main campaign" is editable for us players who would rather not purchase Warden's Keep just for the extra space? 

Is editing the max inventory space per this post:  http://social.biowar.../8/index/117237 viable?  Would this lead to problems later on in the game?

Yes I know I don't need everything I pick up in the game and I do sell alot of stuff but I'm still finding myself hard pressed for space.  Maybe I've been spoiled by other games with "bags of holding", strongholds, houses, etc.

#16
BryanDerksen

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You might want to try poking around in the core resources to see if you can find the script that handles default containers. You might be able to flip the flag that makes them "put-intoable", which would make every container in the game into a storage chest. I say "might" because I don't actually know how that system works, so I can't guarantee it - it just seems reasonable to me.



Be cautious using those chests in-game, however. Since the main campaign wasn't designed with this possibility in mind it's possible that chests may become inaccessible unexpectedly..

#17
ValnKmere

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From what I've read, the content of the main campaign is not editable. There are ways to export your character from a save game to use in a module but not a way to do add-ins to the main character (or re-import your character from a module to the main campaign.



I'm sure there are several reasons for this, primarily such as those stated above.



- Game balance in the main campaign

- Achievements (possibility)

- Someone hacking DLC and making it freely available



I can't fault them for selling DLC with a bonus of enhanced storage. The price is a bit steep for it, but if you really need the storage I guess people will pay. It's a perk, I would think.

#18
joshimoo

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Craig Graff wrote...

If you haven't been to the area that you are adding the chest it would be a matter of opening the area in the toolset, adding the chest and exporting. If you have been to the area, it exists in your save game and would ignore the new version.

To avoid any save game issues, use CreateObject and the area script. If you want to make an add-in module so anyone can quickly add it to their game, make a PRCSCR_chest.xls to call a script to create the chest.

I can understand if none of that makes sense quite yet, but I'm certain you'll be able to find examples quite soon.



Could somebody clarify some information about this "PRCSCR_
".


Question01: Does this file already exist?
(have not found any reference to "PRCSCR" in any of the tools\\source\\*.xls files)


Question02: Where would I need to create that File?
PRCSCR_chest.xls and where to put it afterwards


Question03: How to handle these 2da files? (hard time understanding, what todo with them) 
Currently I don't really understand why we only have one set of these files, should every module not have it's own set of 2da files? 


Question04: How to package them into my module? 
Is there a toolset approach to packaging them or is this something I need to put manually in the appropriate override folders


General:
I am a bit confused about these files. (not the content)
Why is there only one set of these files?
They don't seem to be integrated in the toolset itself.

#19
MisterBeefie

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DecalGuy wrote...

Is it possible to create a storage chest like in "Wardens Keep" for us users that dont want to pay 7$ just for the chest?

I have a feeling that Bioware/EA either have the way hard coded or somehow made it so we have to buy the DLC for the chest.... maybe thats why we cant edit/import into the main campain, that want us to pay 7$ for 45 min of game play and a chest. (Ive read everywhere that its only 45 min Image IPB ).



Here's a free addon to get a chest for your camp.  http://social.bioware.com/project/463/

#20
Gorain the Great

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This doesn't "drag/drop" into into updater window! At least not in my "DAO" game. Seems kinda greedy  of "Bio" to charge for a storage chest that many other games have Image IPB. I won't pay another dime to get "content" that should be good to go in game already!Image IPB

Modifié par Gorain the Great, 02 décembre 2009 - 09:23 .


#21
Gorain the Great

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This is an item that most other games have within. Greedy "Bio" imho