To Use:
Simply drop the item somewhere on the ground, or convo/script give/create on PC. DO NOT place in a box.(It is Undropable).
Suggest reading comments on items for more info but basically is a persistant item container taking little space and little weight.
Enjoy!!
~~ Idea was adapted from the Markshire Persistant Chest
~~ I'm not 100% sure it will work with PW's but it works in SP and still persists across saved games...
v5.. added some standard Bioware Database functions, which basically now means it will work across-modules providing the stored Items Blueprints exist in both modules... this should also mean that it will work across PW server resets... (ans starting a module again with all the stuff you had at the end of the module)...
.. the bioware database may get a bit bloated though...
~~ ## ~~ the demo mod has been added to show the flexibility of the system.. and as an ease of use for those wanting to see the item in use straight away...
A small test module displaying the device as "standard" (center), with one use/day (left), and charges per use (right) .. .. the charges per use device should open a "different" store vortex then the standard and use/day store.. I swpped the visual effects around a bit for this one too... .. and the rechargeable option will refuse to accept armours...
The previous .erf
Simply import into your module and drop the item "Ancient Device" somewhere convenient for the PC's to find ...
~~ This version is best for single player modules, before I started to attempt to get persistent databases to work. I've put it back up for those that don't want to have to retro-edit the v5 code...
Unfortunately.. no.... due to that annoying thing called real life, my NWN projects have had to be put "on hold" a little (my entire on-line world has had to be put on hold!)... I still tinker with stuff when I get the chance to though... but this is one system that, to be honest, works well enough for me in my single player campaigns... and as such isn't getting as much attention as other stuff I'm working on....
I'm sure that if anyone wanted to take the scripts/item etc and improve upon what is given they should be able to... just drop a mention that this is where they started their project...
"Black Wax, says change your mind and say they do and he will give you a hearing, while MEAT HOUSE SLIM, laying in the bin killing all good men." - L. A. Vaugh
Deus:
Yeah I know this system can be a nightmare with the bioware DB, I'm just starting to learn that myself (with a much slower non-dual core machine - its a hassle).. but I don't know any better way to do what I want it to....
As for limiting items in normal bags.... that can be "done" by making a script that creates an invisible chest when the bag is used, then editing the "OnDisturbed" script to accept only what you want .... I could possibly script something like that, but at the current moment I'm lacking in time to make anything, let alone play and do a thousand other things I want to get complete.... family life sucks.... I'll keep it on the back-burner though... next time I get a moment I'll look into it... :)
One other thing, (sorry), but I've been working on a little idea of limited bags / storage for a while now myself, but through my limited scripting knowledge, haven't been able to successfully pull it off.
I DO believe that it doesn't have to be merchant based (since this system is hell on both the DB, even with a wrapper, & the over-all r/w lag factor...... no offense). I've come up with a basic idea for a PW bag that could have limits put on it, using custom variables set to each bag:
In this example, if you decided to make a bag called a Scroll Case, you would name & tag it as needed, then go into it's variables, set the name to SCROLL_CASE, & it's int to 2 (as used by the script). Based on that variable, the Inventory script would be called to check for what items that "bag" could store / use. If the item a PC tries to put in there isn't a scroll-type item, they would be forced to remove the item / or place it on the ground.
SCROLL CASE
IF :
Get an Integer equaling 2 on the container, (String = SCROLL_CASE)
GetFirstItemInInventory(object oTarget=BASE_ITEM_SCROLL)
GetNextItemInInventory(object oTarget=BASE_ITEM_SCROLL)
ELSE :
ActionPutDownItem
SendMessageToPC "That type of item cannot be stored in this container"
SendMessageToAllDMs "X Player tried to store Y item in Z bag"
Now as for the limiting of inv. space / squares... I'm still drawing a blank. _________________________ My Vault Submissions
You are most alive when you're staring DEATH in the FACE!!!!!
Hey Rusty, (me again)... just a thought, but do you think you (or anyone else that views this page... Bonner, etc.) could look into creating a script that does 2 things : Limits what items can be placed into a bag (or bag-like item / appearance) & also limit the amount of storage.
I posted a similar question on the NwN forums & one response I got was quite interesting. The suggestion was to limit a bag's storage by the amount of "squares" / grids that it had. When I asked how it could be done, I never got a response.
More-or-less, I think that bags in NwN are a very "powerful" item, especially those that cut on weight, so I'm trying to limit their "power" / inv. space... forcing players to work up to bigger & better ones. All-in-all a bag system like this, ultimately, is complimenting the custom Profession System that I am scripting.
Sorry to make this so long, but I just wanted to point those things out. GW & keep it up. _________________________ My Vault Submissions
You are most alive when you're staring DEATH in the FACE!!!!!
Hi Eric (or E_H_Bonner if ye prefer that here.. :) )
Your welcome to use any part of this as you see fit, I'm sure that somewhere in my vast downloads folder is the Ring of Ethereal Storage, and the "normal" Ring of Storage (the originals too - before ye changed them to area-based tagged chests) .... I likely pulled some scripting from them too, (and possibly Jasspers Bag of Ethereal Storage - just found that again yesterday!), the only one I know for certain I used is the Markshire Persistant Chest, hence why I've gave them some credit ... ...
And I'll be happy with any feedback, positive or negative... (afterall, positive feedback makes me happy for a job well done, negative feedbck just makes me work harder to get it right :) :) ) ....
Awww, RustyDios, this looks good! I'm DLing it now, and will give it a spin soon - I may even borrow some of it for a new incarnation of my Ring of Ethereal Storage (if you let me, of course!)!
I'll be back with a vote and feedback when I get to testing it out. Just have to take a few off from Aenea (easier said than done!)!
"Black Wax, says change your mind and say they do and he will give you a hearing, while MEAT HOUSE SLIM, laying in the bin killing all good men." - L. A. Vaugh
Posted by Graymaster at 2009-10-19 05:33:03 Voted 10.00 on 10/19/09
My apologies for taking so long to vote. Clever AND useful!
..and thus far, the only way I can come up with to create a device that holds only one type of item (per item type).. is to copy all three scripts, the item, the merchant and the placeable... and add an extra letter everywhere you see "dios_vis_xx_xxx" to "dios_vis_xx_xxxA" ((for 1 more altered store)), "dios_vis_xx_xxxB" ((for 2 altered stores)) ... (this also includes inside each script too!).. this would be very heavy on module resources... ..
Aye that's one reason I went for designing this system using "merchant store"age ... it can be customised in that way... however currently the store only remembers one store per PC in the database... so if you limit what can be put in (by editing the merchant base blueprint), it'll effect any that are used... I'll look into a way to easily edit it so that "multiple devices can be used to store different items separately"...
The other thing I liked about this system was "limitless" storage.. and "auto-storage-sorting-by-item-type"....
You could also change the price for for usage of the device (but that's set in the "store open script")...
Maybe I should put in some easy-adjust script-variable settings.. and a "demo mod"..
Sorry, didn't really look at the scripts as closely the first time around, (just played with a quick-slap together "sample mod" to see how it works).
I see since it's merchant based "storage" that you can limit what can be placed in it's inventory by setting the merchant item restrictions. Sweet... very sweet.
Hey Rusty... you can get a solid 10 out of me, (& a couple of other people I know), if you could implement some sort of "filtering" system, where each "device" could have item_base_type limits put on them... i.e. a Device that only stores gems, a Device that only stores armor, etc., etc..
I've been looking for a persistent system/device that can do that for a LOOOOOONG time.
This item was intended for use with NWN 1, not NWN2 ... I don't know if anyone is working on NWN2 persistent storage. I've never used the NWN2 toolset, or even played NWN2 (for any length of time anyway - in comparison to NWN1, I found it hard to handle).
I made the item so heavy because it can hold literaly TONS of stuff, and I think with any great item some form of drawback is needed for a balance perspective. If you can carry this, and use it, you shouldn't really need to carry much else.
Item is not working. I downloaded the prefab, created a module to import the item into and then exported it using NWN2Editor. The item does not work either in the original module or in game. In inventory the item is just a ? and activating it does nothing. I admit this is the 1st time I have used the NWN2 toolset, though I have created a home base module using persistent storage assets. Also, why make it so heavy? I would really like to make your device work, any help would be appreciated.
Looks pretty damn awesome, will test and rate sometime in the future.
I'm quite certain this will be very good though. _________________________ @===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.
This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
@===============================================@
Hey Eric... Yes the merchant store "area" is the "chest" part... I did it this way so that instead of a multiple piled jumble of junk in the "chest" (even with creature inventory and named boxes) all the item's are identified, sorted and placed within thier "respective sections", and in my mind it's much much easier to browse through then a 35sq "top of a creature inventory panel".. the only drawback is that no matter how I scripted it the transfer of items still costs 1gp, but blah! a small price to pay to store your stuff... The only other point to mention is that the store will never hold "plot" items, so you couldn't place something within your PC might actually need on them... ..
I also made it so that whilst engaged within "the vortex", your PC becomes Immortal, but also Immobile (unless a DC 30 Concentration check is made, high concentration means you can concentrate on other things as well as the vortex at the same time - the PC is still Immobile though).. I did this because the item could be used anywhere, and it does rather fill the whole screen, I thought it unfair to have a person need to concentrate on this store AND think about enemy threats...
((And not Jay because hitting F9 in the toolset to test your module will load the first PC in your local vault, which is sorted by alphabetical order.. so it always hits up Grace first :) )
"Black Wax, says change your mind and say they do and he will give you a hearing, while MEAT HOUSE SLIM, laying in the bin killing all good men." - L. A. Vaugh
"Black Wax, says change your mind and say they do and he will give you a hearing, while MEAT HOUSE SLIM, laying in the bin killing all good men." - L. A. Vaugh
I just noticed the inventory state of the "test" PC.. She has been saved from the PW of Aenea and as such most of her gear has non-standard icons, so they all look plain and boring in this non-aeneahak tester module...
"Black Wax, says change your mind and say they do and he will give you a hearing, while MEAT HOUSE SLIM, laying in the bin killing all good men." - L. A. Vaugh
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