Yep, I'm just waiting for the final NWN patch (1.69, I think) because I don't want to change something, only to have to change it again later. BW's lootable corpses (latest patch) is moving in the right direction, but we'll see how it goes...
Not sure what's causing it to be so slow. I don't remember seeing that behavior before. Try testing it with a small "test" module and let me know, if you wish. Thanks!
Scrotok
JP
Posted by energia at 2006-08-22 00:46:16 Voted 6.75 on 08/22/06
Good system, but a little slow. I have a module of 90MB and when a corpse appears, treasure appears in the inventory after 1 minute. I don't know if the problem is the dimension of server.
Ottimo sistema ma un po' lento. Ho un server di 90MB e dopo che il cadavere appare, il tesoro viene trasferito anche dopo 1 minuto di tempo (variabile)
Posted by Olander at 2005-10-06 19:28:06 Voted 10.00 on 10/06/05
I don't remember if I voted for this in the old Vault....so I will do so again.
Excellent Loot Corpse System (Keron's is as well) and has continued to get better. Keep it going!
Cheers!
Olander
Posted by Narph at 2005-09-17 08:23:40 Voted 10.00 on 09/17/05
Still the best
Posted by Narph at 2005-03-10 15:32:00 Voted 10.00 on 09/17/05
I would like to say thank you for all your work regarding Lootable Corpses 3.3.
I have enjoyed all the features and the defiantly the ease of use of the scripts.
I have a few ideas and was wondering what you think. I love all the options. Would it be possible set up these options on a more individual bases for example Corpse fading
" int nCorpseFade" if lets say you wanted most of them to fade in one minute but there where
a few you wanted to never fade you would put that variable on the NPC where the game would look first and if it was set to zero the corpse would stay if there was no variable on the NPC it would do what you have it set to in "kb_loot_corpse". I not much with scripting so i don't know how hard this would be to implement. Any thoughts you have on this idea would be appreciated [email protected]
thanks for your time NARPH
Posted by Narph at 2005-03-10 15:32:00 Voted 10.00 on 09/17/05
I would like to say thank you for all your work regarding Lootable Corpses 3.3.
I have enjoyed all the features and the defiantly the ease of use of the scripts.
I have a few ideas and was wondering what you think. I love all the options. Would it be possible set up these options on a more individual bases for example Corpse fading
" int nCorpseFade" if lets say you wanted most of them to fade in one minute but there where
a few you wanted to never fade you would put that variable on the NPC where the game would look first and if it was set to zero the corpse would stay if there was no variable on the NPC it would do what you have it set to in "kb_loot_corpse". I not much with scripting so i don't know how hard this would be to implement. Any thoughts you have on this idea would be appreciated [email protected]
thanks for your time NARPH
Posted by gert ( 172.216.xxx.xxx ) at 2005-02-14 07:15:00
you released a mod? is it on the vault yet?
Posted by gert ( 172.216.xxx.xxx ) at 2005-02-14 07:15:00
you released a mod? is it on the vault yet?
Posted by gert ( 172.190.xxx.xxx ) at 2004-11-10 07:01:00
Sorry for the delay in replying! I plan to update Lootable Corpses, but I'm waiting for 1.65(+?) to come out, because as long as BW keeps making incremental changes in the direction we want in terms of lootable corpses, the less work I have to do. Plus, as they make changes, I don't want to have to keep overhauling my system to compensate.
Another factor in the equation is that I'm DMing a campaign, and I just finished my first "releasable" mod (coming soon to a Vault near you!). That takes up most of my time right now, but rest assured, I'm just as annoyed by loot bags (and the current BW lootable system) as everyone else :)
If I'm slow to respond to the Vault, please send me an email.
Wow, it's been a while since I've checked out the updated to your scripts. I'm waiting to see what you'll do after 1.63 is out. I really loved it before SOU and HOTU came out. Do you think your script may conflict with 69MEH69 Henchmen scripts, the one wich leaves their corpses? Since I use this method in my mods.
Anyhow, looking forward to it.
ZW. _________________________ Retired from module building.
Ok well it works on my other two mods. I guess I'll just wait for the new and improved version you are working on. I can't remember how I got the scripts to work last time so I'll wait till you are done. By the way rumor has it that Bioware is going to do something with thier lootable corpses in the next patch. Along with many other things! Hopefully they don't break anything major this time like the walkwaypoint scripts. I'm still pissed about that one!!!!!!
"_kb_loot_corpse" contains all of the configurable parameters. You shouldn't need to change anything else to get the corpses to decay. However, if you used my system pre-SoU and/or pre-HotU, and it worked, but now you have SoU and/or HotU and it *doesn't* work, it's possibly because there are problems with my system when used with SoU and/or HotU. I'm working on these problems as we speak :)
If you made no changes to the files contained in the erf, you don't need to re-save/re-compile anything. Just import the erf and rock on! However, if you *do* modify any of the scripts in my system, you need to read the directions at the top of each script (in the comments block). It tells you exactly what to re-save/re-compile, and how to do it.
If you have another Lootable Corpses system installed, it's very possible that it's interfering with my system. I don't have time to work on fixing that for you. My system is for lootable monsters and NPCs as well, so I recommend choosing either my system or another, but not both.
Ok I have your scripts in my test mod. I forget which version? Anyway the corpses don't decay anymore. I don't know if I compiled the include files right. Could you tell me step by step on which files in order I need to compile to get this to work again? The instructions weren't that clear. Also I have Mishenka's Lootable Corpses script for NPC's installed. Is it posssible that this is interfering with your script?
Thanks Web_Dancer! I absolutely agree with you: my system currently doesn't "cut it" with all of the new functionality available in NWN. I plan on giving Lootable Corpses a complete overhaul at some point to take advantage of CopyObject, so that variables are preserved, items within containers are copied, etc. (regardless of what the Lexicon says -- I tested it and it seems to work). One thing I'm waiting for, though, is BioWare's lootable corpses improvements in 1.63+. If BW does what I hope they will, there may be no need for my system any more. However, I have serious doubts that they will implement *all* of the functionality in my system (for example, flames/scorch marks, etc.), so I'll probably revamp my system soon without waiting for BW.
I'm working with DOA to fix my system... sorry for the delays, but I want to make sure it works right :)
Take care,
Scrotok
Posted by Lomyril_Rydrallen at 2004-04-21 17:56:38 Voted 10.00 on 04/21/04
I've used this code before in a module I was trying to design. At the last time I had reviewed it back in 2003 it was awesome and the best of its kind I had seen on The Vault. I can't wait to see what changes might be made to it for 2004.
Posted by Web_Dancer ( ..xxx.xxx ) at 2004-04-13 17:03:00
Scrotok - I'm afraid the**
Posted by Web_Dancer ( ..xxx.xxx ) at 2004-04-13 11:29:00
Scrotok - I'm the the get Resref version instead of the using a more bulky method to transport the droppable items is just not going to cut it. By deleting the original item and making new one of the same resref you erase any variables you had stored on the item, any item properties you added dynamically to the item, and if the the item different than the original resref i.e. the builder made this orc's greataxe look different but didn't feel to was important enough to add to the palette. I feel these problems will make the script unusable because of not allowing to alter items at runtime and the constant act of adding every droppable item to the palette. Please try and make these changes, your ideas about blood stains and scorch marks is a good one and I hope you keep working on this.
Web_Dancer
Posted by Schnabul ( ..xxx.xxx ) at 2004-04-12 09:26:00
Thanks a lot for your quick help, Scrotok!
I´m trying out what you said and keep you informed if it worked.
If you look at the "_kb_loot_corpse" script, line 101, you can read about nUseFlame. Basically the scorch mark will appear if 1/3 or more of the damage which killed the creature was fire or electrical. Is this the case in your module? Just trying to rule out the obvious :)
Also, take a close look at lines 613+. You may be able to find the error here. I assume you're using version 3.3, that you've made no changes to my code, and that you're using no other custom scripting systems? If you're still stuck, email me a small module containing a reproducible bug and I'll try to fix :)
To everyone else: Howdee do! I'm slowly getting into this again :)
I'm working with DOA as we speak, and so far lootable (and resurrectable!) PCs seems like a possibility. However, I'm also working to get several of my buddies interested in playing NWN+SoU+HotU, twice a week. Once this effort stabilizes, and I begin modding again, I plan to work on lootable corpses (NPCs, creatures, and PCs) in earnest... I just can't build a module w/o it!
Stephan, if you take a look at the scripting code, and search for the tag of bloodstains and scorchmarks, you may find the cause of this bug sooner than I. Let us know if you do!
Take care,
Scrotok
"Exhausted, the warrior looked down upon the field of battle, gazing victoriously over the piles upon piles of... LOOT BAGS!!??? ...before him." :)
I have been watching this for awhile! I really liked your system and the work you did with DOA. Hope you continue your compatablity with DOA for updates and compatability."Imagination is the one weapon in the war against reality." -Jules de Gaultier
Posted by jplesuk ( ..xxx.xxx ) at 2004-04-08 16:53:00
Awesome script!
I am very much looking forward to the lootable (raisable too, perhaps?) PCs version/plugin.