[REL] Gun Runners Mail Order Catalog

Post » Wed Aug 18, 2010 1:00 pm

Sweet, I look forward to getting a good use out of it. My biggest grief in my first game was how rare the weapon mods were. I never found a hunting rifle scope the entire game. This should fix that.
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Marquis T
 
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Post » Wed Aug 18, 2010 5:46 pm

v6.5 (02.08.11) aka version "Diane handles most of the transactional elements of this little enterprise, but I'm always in the market for new recipes if you've got the spark."
- Added XFO compatible versions that adds game setting fBarterBuyBase into item formula drastically increasing prices (55% in vanilla, even higher in XFO). XFO is not required
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Robyn Howlett
 
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Post » Thu Aug 19, 2010 2:33 am

So is the only option for this mod that everything is going to be really expensive?
Or is there a menu where the player has the option of picking what the markup for
the convenience of ordering through the catalog is adjustable?

Just asking, because it would be a shame if this just catered to only the crowd that want everything to be ultra-super-hard-and-expensive

Not all of us, enjoy, or have the time to play on super-uber-ultra-hardcoe everything-must-cost-an-arm-and-a-leg in order to have fun.

I
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Vickytoria Vasquez
 
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Post » Thu Aug 19, 2010 4:24 am

First it offers compatibility with XFO. If you use the XFO barter tweaks you the mods you order now are effected as well.

Second it's not that all barter tweaks make everything ridiculously expensive.
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Kortknee Bell
 
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Post » Wed Aug 18, 2010 8:42 pm

The original files are contained in the download. It's up to the user to pick one. As for a user selectable fBarterBuyBase, no one requested that so I didn't make that change.

Just as before, the barter skill has no effect on MOC prices no matter which version you use.
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Mistress trades Melissa
 
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Post » Thu Aug 19, 2010 1:52 am

First it offers compatibility with XFO. If you use the XFO barter tweaks you the mods you order now are effected as well.

Second it's not that all barter tweaks make everything ridiculously expensive.


I don't use XFO barter tweaks, I don't know what mod has added it without my knowledge,
(which I don't like) but I've noticed stimpaks jumped from 47 caps to 104 caps each.

I care as much about the economy of a game as much as I care about the Lore.... ZERO,
there's some thing in NWN and NWN2 that after all this time I still can't afford,
same goes with Dragon Age.

OK, was just curious, I don't have the time to scrounge around for every single bottle cap in the game,
to buy stuff, most of what my character has is looted, stolen or a quest gift.
I rarely buy things in a game.

I'm not going to turn a game into a job :)
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Shae Munro
 
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Post » Thu Aug 19, 2010 12:37 am

Looks really interesting,
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Emily abigail Villarreal
 
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Post » Wed Aug 18, 2010 10:42 pm

I don't use XFO barter tweaks, I don't know what mod has added it without my knowledge,
(which I don't like) but I've noticed stimpaks jumped from 47 caps to 104 caps each.


I believe Obsidian increased the value of stimpaks in the last FNV patch.
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Taylor Tifany
 
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Post » Wed Aug 18, 2010 5:28 pm

I believe Obsidian increased the value of stimpaks in the last FNV patch.


Hahahaha OK, that saves me a lot of time ;)
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Rusty Billiot
 
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Post » Wed Aug 18, 2010 2:42 pm

v6.6 (03.07.11) aka version "I was the apprentice Keeper of the Story until a couple months ago, but ol' Keeper Don, well...whiskey and land mines don't go together."
- Added support for DLC: Dead Money for vanilla and WMX
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Casey
 
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Post » Thu Aug 19, 2010 4:25 am

v6.6 (03.07.11) aka version "I was the apprentice Keeper of the Story until a couple months ago, but ol' Keeper Don, well...whiskey and land mines don't go together."
- Added support for DLC: Dead Money for vanilla and WMX


Great - grabbed it. :)

I was thinking, though: you may want to change the way you support DLC and other mods. A different version of the plugin for every possible combination of WME, WMX, XFO, DLC... it's likely to fast become unworkable; especially as more DLC is released. There's also the problem of updating the mod sometimes effectively requiring the mod to be uninstalled and reinstalled, because of the change in plugin names. I'm about to go from 'Mail Order Catalogs WMX PopUp.esp' to 'Mail Order Catalogs WMX DLC PopUp.esp', for example.

What I'd recommend is one base plugin that's always the same (containing an in-game menu option for having pop-up notifications or not, incidentally), with add-on plugins that add support for WME, WMX, various DLC, etc. One add-on plugin for each. Like WMK - or WMX - for example.

It would be a bit of work to set it up initially, but would save you a lot of time and trouble in the long run.
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SexyPimpAss
 
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Post » Wed Aug 18, 2010 2:23 pm

How will this affect ordered lists? Do I just create an ordered list for every DLC and then just lock out the ones on the main window the user doesn't have access to? I'm not sure how to do this.
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Gavin boyce
 
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Post » Wed Aug 18, 2010 7:58 pm

There's probably a number of ways to do it, and it would depend on how you've structured the mod - or how you want to structure it. WMK works by having formlists that are defined in the main plugin, with overrides to those formlists in the various add-ons as needed. This approach requires the user to create an automatic merged patch using FNVEdit, though; and the EditorIDs of the formlists must end in 'OrderedList', so that FNVEdit doesn't change the order of items in the formlists when merging them.

Now that I think about it though, your mod involves the player entering a specific code to order the corresponding item based on its position in the formlist, doesn't it, so that wouldn't work. Hmm...

Okay. New formlists in the add-ons for DLC/other mods would probably be the way to go, yes. If you needed new menu options in each add-on then you could do something like CRAFT (for FO3) or Project Nevada, where it (technically) uses the dialogue system as a menu; it's easy to add new dialog options in add-on plugins. Project Nevada does this for the menu you access via the game's 'Esc' menu.
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Joie Perez
 
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Post » Wed Aug 18, 2010 5:35 pm

NVSE has a command "IsModLoaded". I wonder if I can use that.

Maybe I can use ListAddForm to populate empty ordered lists using a single script at the start of the game based on the results of IsModLoaded.

Making notes so you know what number to enter will be tough though if I do this as there still is no string support. Hmm...

EDIT: OK so if I do this (assuming I have three weapons in vanilla)...

scn aaaPopulateFormListsVanillabegin	! ***********************	! Populate Guns Form List		ListAddForm aaaGunsFormList WeapNV357Revolver 01	ListAddForm aaaGunsFormList WeapNV44Revolver 02	ListAddForm aaaGunsFormList Weap10mmPistol 03end


Then I can call a script from each DLC file that looks like

scn aaaPopulateFormListsDLC01begin	! ***********************	! Populate Guns Form List		ListAddForm aaaGunsFormList NVDLC01WeapAutomaticRifle 04	ListAddForm aaaGunsFormList NVDLC01WeapPolicePistol 05end


I can just skip index numbers so that if someone has all the DLC's but one, those indexes will not exist.

I think this should work ^_^
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мistrєss
 
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Post » Wed Aug 18, 2010 9:17 pm

After many, many, MANY rounds of Dragon Age II (Mage+Primal+Force+Blood=Instawin) and several of Portal 2 (Wheatley: Hey, buddy! I'm speaking in an accent that is beyond her range of hearing. GlaDOS: Look - metal ball, I *CAN* hear you. Wheatley: Run! I don't need to do the voice. RUN!), I am back. Kind of. Still have one more DA2 character to finish but I'll do that later.

I worked all today on the problem and I think I have a robust solution. I have a working version of vanilla base and DLC01. Currently looking at WMX compatibility.

You'll also be pleased to hear that I've added melee weapons to the list so I've kinda pushed away a bit from the "lore-friendly" only-GR-and-VG.

Time to go to bed now. I'll finish the WMX version tomorrow evening. Maybe. No promises as to when I upload it :)
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kennedy
 
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Post » Wed Aug 18, 2010 8:08 pm

v8.0 (05.01.11)
- Total rewrite of code to make adding future DLC packs easy.
- Added melee weapons and support for WMX Modern Weapons.
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le GraiN
 
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Post » Thu Aug 19, 2010 4:12 am

No quote?

If you haven't used this one yet, do so;

"Too many people have opinions on things they know nothing about. And the more ignorant they are, the more opinions they have."

~Thomas Hildern

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Nana Samboy
 
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Post » Wed Aug 18, 2010 5:52 pm

Anyway...

...this mod feels much more streamlined now. I like how things are set up. Good job.
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Zualett
 
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Post » Wed Aug 18, 2010 7:53 pm

Never said I was a terribly good scripter ^_^
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CYCO JO-NATE
 
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Post » Wed Aug 18, 2010 11:17 pm

Well for me, it's a dream realized. Thanks for making it, dude.
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Joey Bel
 
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Post » Thu Aug 19, 2010 1:29 am

v9.0 (05.23.11)
- Added support for DLC: Honest Hearts for vanilla and WMX.
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Scott Clemmons
 
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