After much head banging and retracing my steps I had lost hope of finishing this system. I was preparing to search the NW Vault for a system to utilize. Then in the midst of my preparations for hari-kari I had an epiphany. The result Markshire's totally different Portable Persistent Chest System.
Specifications:
Persistence is the key to a continued experience on any world. Storage of items outside of your personal inventory there is little to do using the basic game. So utilizing a simple single command I have built a system that allows many options not normally found in Persistent Item Storage.
The following options are capable in Markshire's Portable Persistent Chest System:
Storage of stackable items. Regardless of number.
Storage of containers with contents.
Storage of non-palette custom items.
Maintenance / organization of your storage space for easier retrieval.
Portable within the limits of our world.
Markshire limits opening chests to Inns, Temples and PC Homes.
Storage Capacity:
15 containers page over 6 pages
35 squares per container
This allows for a total storage capacity of 3150 squares.
PLUS: Bonus slots for a helmet, a cloak, a necklace, two rings, a pair of boots, a pair of gauntlets, a set of bolts, a set of arrows, and a set of bullets.
Comparison:
How does Markshire Portable Persistent Chest System compare to standard persistent chest systems? Let's look at them:
Typical persistent chest systems are simply placeable objects (chests, armoires, etc.) that have up to 25 windows of inventory at 35 squares per window. That's 875 squares. Not bad.
Those same systems are limited as to what you can place in there. No stackable items like potions, no containers with inventory of their own, and most definitely no custom items. This is because the systems all destroy the objects and store the references to those items. Then when you open the inventory for the chest again it rebuilds everything.
The old persistent chest systems were limited to their placed locations.
NOTE: Dungeon Masters can use the exact same system. Imagine never having to save your Avatar again to store some custom items you made to import or an item you are temporarily removing from a PC. Just pop open your very own chest and voila you have instant access to the same 3150 squares of storage as your Players. If you add the caveat GetIsDM() to the code for the area check you can bypass the Safe Area system.
Update:
New file added for Key and Instructions for chests. For those that were missing them before.
Updated the original ERF with the missing items.
See code change at bottom of code window.
NOTE: Aerisarn has created a version of our Portable Persistent Chest that requires NWNX/APS to work and is optimized to reduce lag on chest retrieving by substituting a whole area objects cycle with a GetObjectByTag cycle (so don't change the creature tag :-). Other minors cleanups on chest dialog. Hope you enjoy, the rar has both new erf and module and the original readme (no change to the interface). Check it out here.
For a lot more screenshots from our world please visit: Markshire.
Separate ERF for the missing Chest Key and Chest Instructions items for the original ERF. ms_persist_chest.rar is updated with these as well. External Website Beyond Our Control
Posted by diavlen at 2010-07-17 11:39:09 Voted 10.00 on 07/17/10
This is an excellent system. I've been using it for years on my PW. _________________________ Borgo Pass PW Link
Posted by The Amethyst Dragon at 2009-12-04 13:37:57 Voted 10.00 on 12/04/09
Increasing my vote by a point, since this is very useful and well-coded. _________________________ World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)
Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)
Well actually I'vev had some early 1.69 Beta installed and then uninstalled. Possibly some residues of it still haunts the harddrive.
Seems the issue persists even if I reload the module. Strange. Isn't there a tool on the Vault somewhere to log the running scripts and executions?
I'll mail you.
_________________________ - Endoora -
The Glory and Freedom Chronicles
A Neverwinter Nights Persistent World Project
*****
Development resumed as of 2009-JUN.
Hail all inspirational contributors!
*****
Posted by Markshire at 2008-07-07 19:32:19 Voted 10.00 on 07/18/10
Endoora:
First thing first ... if you try to Summon a Chest immediately after Storing a Chest you may get that message as the Bioware DB takes a decent amount of time to store the chest in the DB. The more items in it the longer it takes to store all that data.
Aside from that you are welcome to e-mail me what you have and I will gladly take a quick peek. The mod included in the RAR works for me.
Very interesting indeed.
I've tried the latest downloads you uploaded, no one works, for me at least.
I have not 'fiddled' more to the scripts than tested commenting out, switching switches and such to try out results. Only to restore back to the original when no solution appeared.
To be clear;
I tried the latter downloads (before the new ones updated by you), and had the problem that the PC key and Chest Instructions wouldn't spawn in the inventory of the PC. Both in imported form in my own module and the test module supplied.
With the updated Erfs the PC key and chest Instructions correctly spawn in the PC inventory, everything looks good.
Then I despawn the Chest using the key, only to try and summon it again but then gets the message "The Chest is out already" but is certainly not.
This message also appears in both my own module and the latest test module 'persistent_chest' supplied in the download.
If it matters, when unsummoning or trying to summon in my own module I get the message twice. I.e. " Storing the chest" "Please wait a moment" "Storing the chest" or when trying to summon it again it says "The chest is out already", twice.
But all I've done is imported your Erf and tried to run it.
So.
I've broken the whole lot haven't I? _________________________ - Endoora -
The Glory and Freedom Chronicles
A Neverwinter Nights Persistent World Project
*****
Development resumed as of 2009-JUN.
Hail all inspirational contributors!
*****
Posted by Markshire at 2008-07-04 06:41:06 Voted 10.00 on 07/18/10
Endoora:
Interesting. Not exactly sure what you have going on. Mainly because I don't know what you've done in your "fiddling" or implementation of the software.
Ok, Im no scripter but I fiddled with the switch statements in ms_pc_key nonetheless..
I changed TRUE to FALSE and vice versa. Then I could re-summon my chest, but viola, I got a bonus one! Two chests, same contents and one possible to open one at a time.
Man, I really need to learn how to script. Someday.
*Off fiddling* _________________________ - Endoora -
The Glory and Freedom Chronicles
A Neverwinter Nights Persistent World Project
*****
Development resumed as of 2009-JUN.
Hail all inspirational contributors!
*****
Thanks for a fast fix. The key and instructions is now given to the PC as it should. But im not able to Summon the chest after I've unsummoned it. Get the message "The Chest is out already" when it's not.
This applies to both my module and the test module you've supplied, and with different characters. _________________________ - Endoora -
The Glory and Freedom Chronicles
A Neverwinter Nights Persistent World Project
*****
Development resumed as of 2009-JUN.
Hail all inspirational contributors!
*****
Posted by Markshire at 2008-07-03 17:14:57 Voted 10.00 on 07/18/10
Hi, Im no good at scripting and need a little help with the OnActivate script.
The readme states "Make sure the module OnActivate script uses tag-based scripts. If not then you will have to script in the Unique Power from the key manually."
I tried inserting ExecuteScript in my existing OnActivate script to no avail. The PC key doesn´t spawn. What should I do? _________________________ - Endoora -
The Glory and Freedom Chronicles
A Neverwinter Nights Persistent World Project
*****
Development resumed as of 2009-JUN.
Hail all inspirational contributors!
*****
Posted by Markshire at 2008-03-04 14:08:59 Voted 10.00 on 07/18/10
Posted by tlmart at 2008-02-20 14:59:52 Voted 9.75 on 02/20/08
I am creating a new module and had to create a script to set local variable to "SAFE" -- though the other module I have didn't need that done. Also, the working module also correctly summons/unsummons the chest, but my new one doesn't. It will summon and bind, and I can unsummon it, but upon trying to summon again in the same area, it tells me that the chest is already summoned... There are no different lines of code and everything is set up exactly the same...
Posted by Aerisarn at 2007-10-23 03:11:22 Voted 10.00 on 10/23/07
Hi, i forgotten to vote and reply when i edited this one. It's a great idea, i'm using it on mi PW (ITA - Accademia). Thank you very much for linking my version on your page. Keep working on nwn, you're great scripter
Posted by Markshire at 2007-08-29 20:58:07 Voted 10.00 on 07/18/10
Thank you Baaleos.
I did receive your e-mail but haven't had time to respond to it as yet. I will though.
Posted by Baaleos at 2007-08-26 12:03:56 Voted 9.00 on 08/26/07
Im implimenting this in my re-made World of Rhun PW. Only thing is though, the defect already mentioned above, about the location of where the owner of the chest is set via a conversation. It means, somone can summon their chest, and if they arnt quick enough, somone could go and talk to the chest before them, and gain ownership of it. To fix, just follow the instructions above, about putting the set owner in the summoning, rather than the talking. BUT its still a great script.
Posted by Markshire at 2007-04-29 20:21:26 Voted 10.00 on 07/18/10
For some reason the version I downloaded doesn't have a blueprint for the creature, or the key.
I'll try and wing it.
Posted by The Amethyst Dragon at 2007-04-11 15:44:42 Voted 10.00 on 12/04/09
For some reason, the version I downloaded didn't have the blueprint for the chest creature itself.
Overall, very good idea. I'm adapting it for the World of Aenea. _________________________ World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)
Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)
Posted by Markshire at 2006-07-24 20:10:32 Voted 10.00 on 07/18/10
Brintinacx, I replied to this on the e-mail you sent me.
Here's the reply for others ...
BRINTINACX: "Sorry, posted in forums on The Vault, but didnt know if you still read there, so thought I'd shoot an email to ya. I have started my own PW server, and was intrigued by your system. Does it save the data, so that even upon a server restart, it keeps the players items? And, are players summoning the same chest? What if 5 people at once try to summon it? Can you store gold in chest, or do you know of a good system for that as well? Thanks for any help.... "
REPLY: In order ...
Yes, it stores the data for the chest's contents across resets.
Each PC summons a chest that is keyed to individual PCs using their PC-CDKey.
The only thing that might cause an issue with multiple people summoning their chests at the same time might be speed of summoning and lag. Neither of them have caused a problem on Markshire so far