New version of my old model, I've enhanced the scripting of it, now it doesn't just use it's own inventory, which is rather limited, to generate it's displaylist, you can also link it to a nearby shop or even a blueprint of a shop using SHOP_XXX or SHOPREF_XXXX where XXX is a shop tag, or XXXX is a resref of the blueprint. This frees up the problem with large shops having lots of clothes on display. It will only pick out clothes/armours from the shop, other items will not be included in the display list.
Posted by The_Icelord at 2004-03-26 02:04:57 Voted 10.00 on 03/26/04
Posted by The Icelord ( ..xxx.xxx ) at 2004-02-26 07:52:00
if you want to get those from the shop into your module, just start a single player game with that module, buy everything, drop it on the floor, save the game, rename your savegame to .mod and export em, then import them into the real mod and you're done.
Posted by The Icelord ( ..xxx.xxx ) at 2004-02-26 07:50:00
Ahhh.... no that's not gonna work. you need a blueprint of the outfit in the module for the model to create the outfits on demand. the virtual inventory it builds from a shop is an array of resrefs.
Posted by Psyra SIlverscale ( ..xxx.xxx ) at 2004-02-25 10:54:00
I think the part I'm not understanding is how you "link them to the merchant" :)
I've checked the case sensitivity. The area is as follows:
The merchant guy itself.
The store he calls, tagged as "test"
The model, who is tagged "SHOP_test"
I think I'm doing this right?
The only reason I need it to get the inventory from the store is because all the custom cloths/armor has been made *inside* the store objects, and thus they cannot be set into the custom palette or exported on their own. Heh.
If I stick armor on him, he works fine, but the sheer work involved in recreating over 60 sets of clothes is rather monumental. o.o
Why couldn't Bioware enable the "Add to custom palette" button from inside a merchant store's inventory... sigh. :)
Posted by The Icelord ( ..xxx.xxx ) at 2004-02-24 03:04:00
Hmm very odd, I've tested them and they work fine, check your logfile, there are some debug prints in the function
that builds the virtual inventory. Keep in mind that tags
are case sensitive, and that the model will only display clothes/armour.
Posted by Psyra Silverscale ( ..xxx.xxx ) at 2004-02-23 22:38:00
"You can also link it to a nearby shop or even a blueprint of a shop using SHOP_XXX or SHOPREF_XXXX where XXX is a shop tag, or XXXX is a resref of the blueprint."
Tried this, didn't have any luck. Made a merchant shop called (tag name) 'test', I assume you put 'SHOP_test' in the model's tag, but it dones't really say in the instructions if that's it or not. Needless to say, that's what I tried, but it didn't get anything. The Merchant worked fine, but the model's only option when talking to it was 'leave' :(
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