Posted by Hanzo666 at 2010-12-12 21:47:12 Voted 8.50 on 12/12/10
Okay well, after testing more, I realized that it works without the missing file. It just takes a little time (about 10 to 20 seconds) to initialize everything for the first time looting something.
However some of the options in the settings don't seem to work as written, like looting while in hiding mode. I had to write my own fix to make it work.
But overall this is the best loot system I have found, that does not require to use the module "OnPlayerAquireItem" event.
Posted by Hanzo666 at 2010-12-06 16:11:10 Voted 8.50 on 12/12/10
Missing gbl_mod_load for the OnModuleLoadEvent
Any help with this would be extremely appreciated.
Posted by Hanzo666 at 2010-12-06 15:11:35 Voted 8.50 on 12/12/10
The readme link no longer work, and there is no readme in the zip! That is VERY disappointing from such an awesome script. If anyone has a backup readme of this system, please post a link.
The 1.1 version of this script worked with Lootable Corpses 3.3 which was last updated over a year ago. Has anyone tested that system with DOA Bashed Loot Breakage 2.3? Just looking over some directions to go with a module and these looked really nice together. Just that Bioware has made so many scripting changes and now with the built in Lootable Corpses system is Scrotok's work still useful or necessary? Input anyone?
Posted by Sir_Elric at 2004-03-03 20:27:17 Voted 9.00 on 03/03/04
Top job, have always used this on my PW. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
This has been a staple of my modules since it's first appearance, I always thought loot issues were a bit sketchy with this loot notification system...it kinda promotes fair play between players.
And the hidden pocket is neat as it allows thieves to roleplay thier characters with a bit more controlled atmosphere. I'm glad it's been updated, and as always i appreciate DOA's contributions to the community. _________________________ PW Action Server:
| Chaosgate |
Posted by Morgan Quickthrust ( ..xxx.xxx ) at 2004-01-20 06:57:00
Outstanding! A new version. I used your previous version in a module last year. I'm building a new one now. I was having trouble for some reason getting the old version to work and was about to abandon it. :( Perhaps I'll have better luck with this version. :)
Thanks for making this available to the public!! :D
Danmar, I'm personally using this system on lootable corpses, not (persistent) chests that I've placed by hand. Now if an encampment calls for a spawned chest, then the blueprint is pretty much implicit. ;)
I haven't played with the LOS function yet, but it will make it into the next release because I want to expand the concept to *Player* Loot Notification. Someone standing next to you should be able to tell you're pulling a longsword out of a chest even if they are not in your party.Carpe Terra, Project Lead
carpeterra.com
Argh, I of couse didn't plan ahead with blueprints. :)
Have you considered changing the distance to recieve notification to use the new lineofsight function? You could then use the distance from as a modifier to receive anything from "You see bob pocket a solid gold ashtray with the initials DoA inscribed on the top and Made In Faerun on the bottom." to "Bob put something into his pocket."
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