[WIP] Crafting Bag

Post » Sun Sep 26, 2010 12:48 am

The idea behind this is to cut down on the time spent sorting out your inventory and running things back and forth to campfires and work benches. I love all the new recipes and such, but it's a pain to manage.

I still need to work out a fair inventory weight scheme but otherwise it appears to work well. Anything will be a kludge without a script extender (I think) so I'm just aiming for something reasonable. The release should be pretty soon.

The script can also be used to make house container auto-sorters. I'll probably expand it in that direction.

http://www.newvegasnexus.com/downloads/file.php?id=34931

Try it out if you dare.
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Mélida Brunet
 
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Post » Sat Sep 25, 2010 6:10 pm

The idea behind this is to cut down on the time spent sorting out your inventory and running things back and forth to campfires and work benches. I love all the new recipes and such, but it's a pain to manage.

I still need to work out a fair inventory weight scheme but otherwise it appears to work well. Anything will be a kludge without a script extender (I think) so I'm just aiming for something reasonable. The release should be pretty soon.

The script can also be used to make house container auto-sorters. I'll probably expand it in that direction.


I can see this as being a godsend. HURRY!! ;)
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TRIsha FEnnesse
 
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Post » Sun Sep 26, 2010 3:17 am

This is a most *excellent* idea. Will you need to open the bag and loot its contents in order to craft stuff with the stuff it contains or will you make it so using a crafting activator will toss those items into the player (and then put them back in the bag when done)?
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Zoe Ratcliffe
 
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Post » Sun Sep 26, 2010 4:43 am

Great idea. It would also be nice if you could drop the bag when full and have it be safe.
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mimi_lys
 
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Post » Sat Sep 25, 2010 11:59 pm

Progress!

Weight shouldn't be an issue. The bag weighs as much as the stuff in it now.

I'm not sure if there should be one crafting bag or three. Probably three.

I think I would need to change the crafting activators to have stuff pull directly from the bag. I can't think of an easy way to do that right now. As it is, you have to drop the bag, grab your stuff (you can do "take all" of course), do your crafting, then stuff your bag and pick it up again. I can see the benefit of not having to do all that so I'll see how the benches work and if I can have them pull from the bag.
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Becky Cox
 
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Post » Sat Sep 25, 2010 10:58 pm

Great idea. It would also be nice if you could drop the bag when full and have it be safe.


It's marked to be ignored so it should be safe.
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dav
 
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Post » Sun Sep 26, 2010 3:15 am

Progress!

Weight shouldn't be an issue. The bag weighs as much as the stuff in it now.

I'm not sure if there should be one crafting bag or three. Probably three.

I think I would need to change the crafting activators to have stuff pull directly from the bag. I can't think of an easy way to do that right now. As it is, you have to drop the bag, grab your stuff (you can do "take all" of course), do your crafting, then stuff your bag and pick it up again. I can see the benefit of not having to do all that so I'll see how the benches work and if I can have them pull from the bag.


There are so many recipes in the game I finding it a real chore to remember everything I need when looting. Maybe the bags could have option to auto take anything that uses accoiated recipes. As well as options to auto harvest flora and ground items??
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Sebrina Johnstone
 
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Post » Sun Sep 26, 2010 6:05 am

There are so many recipes in the game I finding it a real chore to remember everything I need when looting. Maybe the bags could have option to auto take anything that uses accoiated recipes. As well as options to auto harvest flora and ground items??


The bags have an option to move all campfire/workbench/reload bench recipe items to them. I'm working on sorting them now. I'm just guessing at how I'm using this new command so I could be doing things the extremely hard way, but it's way better than what we had previously. :P

Auto-harvesting requires (I think) scripts on all the items that are supposed to jump in the bag or a very invasive script that's always running. I'll make this mod a resource so others could do an auto-harvest mod or add their recipes to sort into my bags.
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Andres Lechuga
 
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Post » Sat Sep 25, 2010 4:21 pm

You could look into making an activation perk (perk that lets you change the default behavior of activating certain objects without actually modding those objects). Then add a quest script that automatically shoves items into your bags during GameMode (so it doesn't happen while in MenuMode, ie while you're crafting).
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Kim Kay
 
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Post » Sun Sep 26, 2010 5:16 am

Progress!

Weight shouldn't be an issue. The bag weighs as much as the stuff in it now.


Question: How did you make it so the bag weighs as much as the stuff in it? Specifically, how'd you make it so you can even detect how much stuff is in the bag? (and how'd you set the weight of the bag - used a token item or something?)
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Evaa
 
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Post » Sat Sep 25, 2010 8:24 pm

http://www.newvegasnexus.com/downloads/file.php?id=34931

Try it out if you dare.


You could look into making an activation perk (perk that lets you change the default behavior of activating certain objects without actually modding those objects). Then add a quest script that automatically shoves items into your bags during GameMode (so it doesn't happen while in MenuMode, ie while you're crafting).


That's a possibility. The auto harvesting like in TES games is a bit script intensive, but that should be less so. It would be a bit of work to set up though. :P


Question: How did you make it so the bag weighs as much as the stuff in it? Specifically, how'd you make it so you can even detect how much stuff is in the bag? (and how'd you set the weight of the bag - used a token item or something?)


It doesn't really set the bag's weight. It gets the player's inventory weight before and after using the bag and sets a global for its weight. It then mods the player's inventory weight when it gets picked up.
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Amy Cooper
 
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Post » Sat Sep 25, 2010 4:19 pm

Cool - I don't know why I didn't think of that.

How did you determine the arguments for RemoveAllTypedItems? What do each of them mean?
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sarah taylor
 
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Post » Sat Sep 25, 2010 6:35 pm

Cool - I don't know why I didn't think of that.

How did you determine the arguments for RemoveAllTypedItems? What do each of them mean?


I really don't know on the first two arguments. I'm guessing the first keeps or removes ownership. The other I was hoping would suppress messages but it doesn't seem to be related. The third is item type for sure. 31 is misc, 40 weapons, 46 keys...I don't have them all written down here. I figured these out by trial and error.
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meg knight
 
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Post » Sat Sep 25, 2010 8:26 pm

Mods, I'm making a release topic for Luggage. This one can be closed.
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Amber Hubbard
 
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Post » Sat Sep 25, 2010 11:26 pm

Er. I just tested and the second one does seem to suppress messages rather well. Very useful. Too bad it needs to be exclusive and doesn't just remove items in the FormList rather than the other way around, though.
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Andrew Perry
 
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Post » Sat Sep 25, 2010 8:47 pm

nice idea!
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Joie Perez
 
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