[RELz] Here, Take This!

Post » Wed Mar 09, 2011 11:43 am

Download Link : http://tesnexus.com/downloads/file.php?id=36889

Name : CDM - Here, Take This!
Version : 1.0
Author : CDM
Requirements : OBSE, Version 18+
Pluggy, Version 125 (http://tesnexus.com/downloads/file.php?id=23979)
Official Thread : http://www.gamesas.com/index.php?/topic/1157376-wip-here-take-this


Introduction :
“Here, Take This!” allows you to share items between Oblivion Save Games. This allows you to share an item with another character-- for example, your first Character may find an item, and choose to leave it for your second Character.

This is done via Chests known as “Shared Stash”. These are placed in each Home you can buy, usually near the bed.

Any item placed in the Chest will be recorded, and will be found in the chest the next time you load a save.

To transfer items, simply place an item in the chest, and wait for the “Items Deposited” message to appear at the top corner of your screen. If you are using a great many items, there may be a second or two’s pause in gameplay. Then load up your other Save Game, and retrieve the Items from the chest.

Install :
1. Copy “CDM - Here, Take This!.esp” to your Oblivion/Data Directory
2. Check “CDM - Here, Take This!.esp” in your Data Files Menu

Uninstall
1. Delete “CDM - Here, Take This!.esp” from your Oblivion/Data Directory
2. Delete the fold “CDM - Here Take This” from your My Documents/MyGames/Oblivion/Pluggy/User Files” Folder

Known Issues
- This Mod moves the Chest in the Chorrol House. If you have already been here in a playthrough, there may a glitch where the Chests appear to overlap.

- A MAJOR issue, the cause of which is unknown at this time, may cause the Mod to stop functioning correctly. The cause of this is unknown, but seems to be tied to updating the Script during an existing game. Since this should not apply to Users, this problem should not occur-- however, if you find your Chest is not working, please do the following:
1. Go to My Documents/My Games/Oblivion/Pluggy/User Files
2. Find the file “CDM-HereTakeThis.ini” inside “CDM-HereTakeThis” Folder
3. Check if any of the lines look like this :
ItemCDM-HereTakeThis\CDMHereTakeThis=
4. If so, please report this problem.

- Cloned/Enchanted/Duplicated items will typically not work with these Chests, due to the
manner in which the Item’s information is saved. At best you will get the wrong item, but will usually lose the item completely. Do not do it.

Credits/Thanks
Special Thanks to Hamma for all the coding Help :D
User avatar
Lizbeth Ruiz
 
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Joined: Fri Aug 24, 2007 1:35 pm

Post » Wed Mar 09, 2011 6:17 am

Interesting. So if I wanted to try out some gear from a mod I could just enter the refid's in that ini rather than noting them down and using the console?
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sas
 
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Post » Wed Mar 09, 2011 7:58 am

Presumably, yes-- I've still got some testing to do to make sure everything is working right in the PoC-- although the idea is you actually "Give" it to another Character (so, for example, your Retiring Character could bequeath their best armour to a new one)-- it can almost certainly be abused/manipulated/cheated to give you lots of items, or cheats/et cetera-- but I leave that to the Player ;)
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Adrian Morales
 
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Post » Wed Mar 09, 2011 5:50 am

YOU ARE A GOD

SHARED ITEMSTASH!!!
I remember the days in early Diablo II where I'd play a single player barbarian who kept finding necromancer or sorc stuff and had to throw away good items because I couldn't give them to another single player character. (until ATMA and goMule came along)

Would there be a limit on the amount of chests? Can it handle hundreds of chests?
I have a personal house mod with a large amount of rooms which each have a large amount of storage. I think I'm looking at at least 1000 chests with all kinds of stuff in them, including things like alchemy chests that house millions of ingredients... Could it handle such large amounts?

We could basically make housemods that share the entire house between characters. Go out questing with a warrior, find mage stuff, give to mage in a different save.


Now I'm starting to dream: could you do it with player character inventories and stats too? Basically make them appear in a different save as a companion?
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Leah
 
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Post » Tue Mar 08, 2011 9:18 pm

Very interesting!
I really liked how Sacred 2 did this, can't wait to use it in Oblivion.Thanks!
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(G-yen)
 
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Post » Wed Mar 09, 2011 4:44 am

Right now, I am thinking of putting the Boxes in public-areas (for Gameplay segregation)-- I'm probably going to have to Script Each Box independently; but, as far as I know, there is no limit to the number of actual lines in the file.... So in theory, hundreds of boxes could be supported...

I'm working with a rough Proof-of-Concept at the moment, which is one box with 30 Slots. It takes about a frame or two to load itself-- so, I believe it should be possible :) My aim is to go for support of say 100 Items per chest. One issue is that Stacks will not work-- they register as one item, which means I will need additional Scripting to try and fix that.

What I will probably do is divide the file into one slot for each Box I create-- one of the best things, according to the CS Wiki, is that WriteInI... Does not NEED the variable to exist, but will dynamically create them if you ask for a Key that does not exist in the file, meaning that if I can work out a way of auto-reading the lines, adding new boxes will be a matter of changing THREE lines in the Script :D

Edit:

OK, good news/bad news -- I've got most of it working, and it seems fine :D However, I cannot get the increment script to work yet-- which means coding each one in by hand :( Which will take AGES if I go upto 1000, so I may be cutting it back. On the other hand, it takes 1-second to do 1000 run-throughs :D Which means if I CAN get this working, that should be perfect ;)
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Gracie Dugdale
 
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Post » Wed Mar 09, 2011 8:54 am

This Proof-of-Concept is now finsihed :D Mainly thanks to a LOT of Help from Haama, who solved my Reading/Writing Issues :)

The Good Stuff:
- Support for, theoretically, infinite items -- The Script runs for each item in itself, so there are no pre-set limits. There are still limits to what Oblivion could do and what the PC can do (I.e., I expect if you put 1,000,000 unique items in there, your PC would crash!), but hopefully these are beyond what most people will ever encounter.
- Multiple Count support is now working -- add 1 arrow or 100.
- Easy Scripting - So more can be added in, whenever

The Bad Stuff:
- Does not support User-Enchanted Items. These are saved in the save file, if memory serves, so do not have a form to replicate between games. At best it may spawn something else, or a base object, but it seems to just ignore it all together.
- Does not support Cloned-forms (from OBSE). This is an assumption, based on the above.

The Fun/Weird/Interesting Stuff:
- Make Temporal paradoxes, by giving yourself items from the future (i.e., load an earlier save, and get the goodies). This is semi-intentional, as I need to ignore time settings/save Ids/et cetera to make sure it works between different games, and with itself if you change your mind.
- Duplicate items. Similar to the above-- like the old joke:
1. Put 10 Septims in the bank.
2. Go 100 years into the future.
3. Get the Interest.
4. Come back to the present
5. Put the Interest in the Bank
6. Return to the future to get the interest
7. Repeat 4-6 as necessary


Obviously, if you're going to cheat, that is up to you-- after all, we all like a bit of fun now and then :)
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Vincent Joe
 
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Post » Tue Mar 08, 2011 10:50 pm

This mod is now available for Download. It should be working correctly, except for the issues mentioned in "Known Issues". If you do find any problems, PLEASE Let me know as soon as possible, thank-you :)
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Jennifer May
 
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Post » Wed Mar 09, 2011 5:16 am

Congrats on release :foodndrink:
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Tikarma Vodicka-McPherson
 
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Joined: Fri Feb 02, 2007 9:15 am

Post » Wed Mar 09, 2011 12:36 am

OK, I noticed one slight error-- Bruma was using the wrong code; fixed now-- apparently, only one person was quick enough to get it-- so if it's you, sorry ;)
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Madison Poo
 
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Post » Tue Mar 08, 2011 10:54 pm

This is seems pretty awesome. I didn't even know stuff like this was possible. And it seems like a great tool for people who like to play dead is dead and make characters the children of their previous ones. Now they can actually pass down gear.

Also, the thread title still says WIP. Not sure if you noticed. Should probably be changed to REL so more people check out the thread.
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Alex Blacke
 
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Post » Wed Mar 09, 2011 5:53 am

Yes, good point-- if an Admin sees, could they please change Wip to Rel? Thank-you :)
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Matthew Barrows
 
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Post » Wed Mar 09, 2011 2:18 am

OK, some good news/bad news:

I've been messing with the Script, and it looks like you may need a new Game for this to work-- can anyone whose used it tell me if this occurs for them? I'm finding it sometimes messes up and doesn't save properly if the Game is in progress for some reason when the Mod is first loaded...

On the good news, I can dynamically apply the effect to any Chest now-- still needs some testing, but upto 35,000 or so Chests could now be set up to work perfectly, with no work from the User :) What I will probably do is restrict this to the Home Cells, with a Condition so that it doesn't do it for any others.
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sam westover
 
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Post » Wed Mar 09, 2011 10:31 am

Ha, that's pretty neat. Good work! :thumbsup:
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Kat Ives
 
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Post » Wed Mar 09, 2011 11:17 am

If this works, it will be second Christmas for me.
Only one question: What took you 5 years to make this? The slowest modder ever :D
Been waiting for you since 2006!
Now, TESV Skyrim woll be released on 11 November. Make sure the Skyrim version is released by 25 November, I hope 2 weeks will be enough time. :D
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Ian White
 
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