This hak contains the all basic weapons and shields as placeables you can place on the area for decorative use. I also added the mandolin, flute, drum, stein, ink well, lootbag, pan, pot, rake, shovel, smithyhammer, spoon and wine bottle placeables. You can also use those placeables as pickable items with proper look. There are orientations for hanging things on the wall (dn, up, dw, uw), leaning weapons etc against wall (dl, ul), and putting them flatly on the ground (fl). This can be used to replace the boring loot sacks with base item type specific model on the ground. The itemplaceablestest.7z has iptest.mod module which demonstrates that.
This system uses module unacquire script c_tk_item_placeable_mod_unacquir.nss which will automatically create the pleaceable when you drop something on the ground. Those placeables will then have OnOpen script c_tk_item_placeable_on_open.nss, OnLeftClick script c_tk_item_placeable_on_click.nss and OnUsed script c_tk_item_placeable_on_used.nss which will move the actual item from the inventory of the placeable to players inventory, and destroy the placeable.
I used appearance numbers between 5000 and 5999 in the placeables.2da to make the probability of conflicts smaller. This version has 2 versions of placeables.2da one for MoTB and one for non MoTB.
Changes from 104 version
========================
Added some new item placeables (stein, ink well, lootbag, pan, pot, rake, shovel, smithyhammer, spoon and wine bottle). Kept exactly same 2da lines for the old items, so this version is backward compatible with old versions.
Changed utp placeable blueprints so they have OnLeftClick script, and that script will now do the actual picking up the item. Managed to get rid of the open gui and sound when picking up items, and now the default scripts play the proper picking up sound for the item.
Updated placeables.2da to be MoTB compatible. Now there is 2 versions of the placeables.2da, placeables.2da for non MoTB use and placeables_x1.2da for MoTB version. Removed placeables.2da from the main itemplaceables.hak. Created 2 new haks, itemplaceables2da.hak (for non MoTB version of placeables.2da) and itemplaceables2da_x1.hak (for MoTB version of placeables.2da). The placeables.2da.inc now has only the actual added lines, it does not have any more the padding lines.
Updating from previous version to this version
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You can replace the itemplaceables.hak with the new one, and then you need to add either itemplaceables2da.hak or itemplaceables2da_x1.hak to the haklist. You also need to reimport either placeables-dm.erf or placeables-build.erf to get new blueprints having the OnLeftClick script. You may also reimport placeables-scripts.erf to get new scripts if you do not want to update placeable blueprints. The placeables-dm.erf and placeables-build.erf files have scripts inside them too.
README.txt Readme
itemplaceables.hak Hak file you can add to your module. Does not have 2da files!
itemplaceables2da.hak Non MoTB version of placeables.2da.
itemplaceables2da_x1.hak MoTB version of placeables.2da.
placeables-dm.erf Placeable blueprints you can use, dm friendly version
placeables-build.erf Placeable blueprints you can use, toolset friendly version
placeables-scripts.erf Scripts used by the system, also included in placeables*.erf
placeables.2da Copy of the placeables.2da for non MoTB version
placeables_x1.2da Copy of the placeables.2da for MoTB version.
placeables.2da.inc Modified part of the placeables.2da.
README.txt Readme
placeables-dm.erf Placeable blueprints you can use, dm friendly version
placeables-build.erf Placeable blueprints you can use, toolset friendly version
placeables-scripts.erf Scripts used by the system, also included in the placeables*.erf
Demonstration module of the item placeables. You need the itemplaceables.hak and itemplaceables2da_x1.hak from the itemplaceables105.7z file to look this demonstration module.
Erfs extracted from the itemplaceables105.7z. If you already have itemplaceables.hak file from previous version then this has all all modified files needed to update that to 105, except the few added new models.
These look like they will be great! Now if I could just get them to work. I keep getting the "System.FormatException:..." error. Maybe someone could just offer me the "how to" for using the files...very new at this.
Posted by diophant at 2010-09-26 13:13:26 Voted 9.75 on 09/26/10
Great work! I'll use it in my upcoming mod, and already made a few changes to combine it with my scroll of telekinesis.
I noticed one small bug (if it sin't a feature ;-) - when picking up an selfmade item, it showed a wrong name. The problem is that you set FirstName and LastName, which seem to be invalid for my blueprint (using GetName/SetName instead worked). Also a debug output of GetDescription returned nothing, so I just removed these three lines, and now it works like a charm. Btw., isn't CopyObject copying all these informations?
Posted by shaughn at 2010-08-06 08:11:44 Voted 9.50 on 08/06/10
Thanks for putting this together this is a great.
Much nicer to drop a weapon/shield instead of loot bag. Also work well for decorating areas.
Posted by Qrizz at 2010-05-13 22:15:35 Voted 10.00 on 05/13/10
A Masterpiece _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by Deadeye_Daxx at 2009-02-04 12:24:58 Voted 10.00 on 02/04/09
Excellent work, I picked it up in the Skullhak because Im not too skilled at 2da consolidation, but wanted to come to the source to give thanks.
DD
Posted by fkirenicus at 2008-07-26 06:57:24 Voted 9.75 on 07/26/08
Fantastic work, hold back 0.25 points as an incentive for you to maybe create more variations? ;-) _________________________ best regards,
fk
Posted by fkirenicus at 2008-07-26 05:30:48 Voted 9.75 on 07/26/08
Errr. Never mind, I think... I just discovered that the .2da I have is an unpadded one. Sorry! Will look at this once again. :-) _________________________ best regards,
fk
Posted by fkirenicus at 2008-07-26 05:16:33 Voted 9.75 on 07/26/08
Cool as this is, I can't get it to work with other custom content (which were added first). The reason you have given yourself, I guess... The blueprints need to be edited if one were to edit the .2da files.
Be that as it may, I cannot really understand why? I have a placeables.2da I have created beforehand, and I simply add your lines (and padding if needed). But the placeables don't show up all the same... Now, I guess this bug is located between the chair and screen :-), but I could really need a hint about what to do here... _________________________ best regards,
fk
If you move the 2DA entries to new numbers, you need to update the blueprints too, otherwise you cannot the item placeables, as the blueprints have wrong numbers. Chaning the blueprints is very easy if you use my perl tools with command like this:
which changes all appearance values from 5xxx to 9xxx (or whatever you put there.
The reason there is item blueprints in the custom palette is to keep the correct model being displayed. Placeables can only have one model part, and we cannot use CopyItemAndModify to change their look, thus we need to have specific placeable for each model. Currently I only created models for each model that has all the parts same (i.e. top = middle = bottom). It could be possible to create each model part as separate placeable and put them down with correct placement by script, but that would mean there is 3 placeables on the ground not one, so mouse over and such would see them as separate models, which would look ugly. The default scripts already do select suitable placeable based on the item appearance, and do change the name and description of the placeable to match the item name.
Posted by Raith Veldrin at 2008-06-03 10:39:21 Voted 10.00 on 06/03/08
If one were to move the 2DA entries (for compatibility with BCKII) what, if any, functionality would be lost?
Does not having the item blueprints in the custom pallette sacrifice the correct model being displayed when an item is placed on the ground (if the mod unacq script is assigned), and would it be feasible to have one placalbe in the pallette with the assigned scripts to use as a template for those a builder would want to hand place (and simply change name/appearance to taste)?
Thanks, this is one thing that I loved in NWN1 (after a hak of course) and had hoped the OE would have just built in. _________________________ Raith Veldrin
Sands of Solvheil Series | Atlas & Gazetteer | Blog
> Weapons that hang left and right (like shields) would be nice too.
> Armor, like helmets especially, would be a nice addition.
As weapons are usually symmetric there is only HangingUp (tip up) and HangingDown (tip down) models for them, you can get left and right versions of them by just rotating one of them by 180 degrees. I checked armors earlier, but they are made out of small pieces, so it would be harder to get usable models for them. It would be possible to make separate model for each pieces, but adjusting them together would be bit hard. Helmets should be possible, so might look at that some day.
reply to byberg
> Like this alot...BUT i have a problem..I downoaded the HAK-files and put them in the hakfolder and all that.
>
> I was able to see and plce the placeables in the module but when I ran the module they wasn´t
> there... whats wrong`?
If you can see the models in the toolset, but not in the game that is usually caused by the different hak load order in the game and toolset, i.e. you have placeables.2da file in 2 different haks and the toolset uses the itemplaceables version of 2da and game uses the other 2da. Best in that case is to make one combined placeables.2da and remove the itemplaceables2da.hak completely and remove the other copy of the placeables.2da you have in some other hak.
Posted by byberg at 2008-02-24 08:29:57 Voted 10.00 on 02/24/08
Like this alot...BUT i have a problem..I downoaded the HAK-files and put them in the hakfolder and all that.
I was able to see and plce the placeables in the module but when I ran the module they wasn´t there... whats wrong`?
Posted by Baragg at 2008-02-14 11:50:35 Voted 10.00 on 02/14/08
Using your hak, through the 3C haks and love your stuff. These placeables are the bomb, keep up the good work. _________________________ Doing it the only way I know how, the Hardway!
The chest opening sound is now removed if using 105 version of erfs. As is locked effect too.
Reply to sgt_why:
The placeables.2da files are now updated to be MoTB compatible (actually there are now two different versions of them, and they are removed from the main hak file, and are moved to separate hak files (one for MoTB and one for non MoTB version)).
Posted by sgt_why at 2007-12-06 22:12:50 Voted 9.00 on 11/02/07
It was easier to fix that I thought y'all ... just used Excel to copy your data over to the new placeables.2da
Had no idea it was so easy to edit a 2DA file. Works great w/ MotB now. _________________________ the Red Hand of Doom campaign .. Click Here
Posted by sgt_why at 2007-11-26 14:01:10 Voted 9.00 on 11/02/07
Believe the issue is that the included 2DA file, within this HAK is NOT "Mask of Betrayer" compatible ... its the previous version of the file.
So, FYI to all ... if you have problems with MotB content after adding this HAK.
Perhaps the author can provide a new version that is compatible ?? _________________________ the Red Hand of Doom campaign .. Click Here
Posted by sgt_why at 2007-11-23 20:05:14 Voted 9.00 on 11/02/07
For some odd reason, if I have this HAK associated with a module and load it in the toolset ... it prevents all of the MotB XP1 content from displaying.
If I drop the HAK, it works fine ... only thing I could see was the placeable.2da --- any ideas or fix for this issue ? _________________________ the Red Hand of Doom campaign .. Click Here
Posted by sgt_why at 2007-11-02 00:03:55 Voted 9.00 on 11/02/07
good work! just what I needed for my project. _________________________ the Red Hand of Doom campaign .. Click Here
Posted by EvilShade at 2007-10-31 01:19:42 Voted 9.75 on 10/31/07
I think they are very usefull and they certainly have a place in my upcoming project. _________________________ Level Designer - Ossian Studios NWN2: Mysteries of Westgate - NWN2's only Adventure Pack
Posted by AnthroPlayer at 2007-10-24 17:49:16 Voted 9.75 on 10/24/07
They certainly looked nice. I'm not going to be using them, but someone else could surely find them very VERY useful. _________________________ @===============================================@
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)
@===============================================@
Posted by SeekingPeace at 2007-08-21 10:07:18 Voted 10.00 on 08/21/07
The reason I include specific scripts for all slots is to make it possible in the future to change the method how the placeables work without the need to recreate all blueprints or replacing all placed placeables. I.e. if someone wants to add some more functionality to the system, for example so that you can destroy items by casting suitable spells to them, you can just create the c_tk_item_placeable_on_spell script to your module and make that do the trick.
The idea is that people who use this can modify it to suit their needs. For example when it is included to our PW I will heavily modify the scripts to suit our PW's code base.
Reply to the driller about the waypoint method:
Yes you could copy the item to location where normal users cannot access it but usually that would require changes in the module. Perhaps I will add later a new version of script that will look for certain placeable with given tag, and if that is found it uses that to store the items (the placeable can then needs to be put somewhere in the module in location where normal users cannot access it).
The included scripts are not meant to be perfect for every possible solution, they are meant to be example scripts which you can start modifying for your needs. At least most of the PWs will most likely want to modify those, SP modules might be able to use the existing scripts without problems.
Now when we have the OnClicked event on placeables we might be able to use that and get rid of OnUsed and OnOpened things. (provided the OnClicked works properly).
Posted by Tupoun at 2007-08-14 05:53:31 Voted 10.00 on 08/14/07
That´s really good stuff!
Posted by Camb at 2007-08-10 19:05:43 Voted 8.00 on 08/10/07
Posted by dmguild at 2007-08-10 11:47:00 Voted 9.75 on 08/10/07
This is outstanding. Thanks.
One question, comment. You call out a specific script for each case on the item, yet only provide 4 with your ERF. Any reason behind that? _________________________ Keeps calling me it's master, but I feel like it's slave. Haulin me faster and faster to an early early grave. Skullport and the Undermountain PW
NWvault Submissions:|Skullhak_2|---|Skullport PW|---|Waterdeep PW|---|Portrait Pack|
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone