[RELz] Side's Backpacks

Post » Mon Feb 28, 2011 6:52 am


Side's Backpacks


version 1.0



DESCRIPTION:

this mod adds backpacks to oblivion.

you can wear it, store items in it, give it to companions, access it via hotkey, change the equipment slot, easily transfer items between chests...

if you use COBL you can use the backpack as a portable sorter.

the backpacks can be found everywhere in cyrodiil. (merchants, NPCs...)

there are many different colors, materials (leather, fabric, velvet...), values (lower, middle and upper class) and 2 sizes.


DOWNLOAD and SCREENSHOTS:

http://www.tesnexus.com/downloads/file.php?id=29120



FEATURES:

access via hotkey:
you access the backpack with a hotkey - even when it's equipped, so you can easily move items from your inventory and back. when the backpack is on the ground you have to point at it to access it with the hotkey. to pick the backback up from the ground simply activate it. the backpack has to be equipped, not just in your inventory. don't point to any actors while pressing the hotkey except for:

companions:
companions can wear a backpack too and you can access their backpacks by pointing at them and pressing the hotkey. companions auto-equip the backpack and unequip it when they are sitting or sleeping. they don't access it so you can store items in it they shall not use.

NPCs wearing backpacks:
some NPCs wear backpacks. they auto-equip the backpack and unequip it when they are at home, sitting or sleeping.
the backpacks are added via script. so any NPC from any MOD may wear a backpack. (no backpacks are added to NPCs that have bows equipped.)
you can purchase the backpacks only at the novaroma and the fair deal for now.

enchanting:
you can of course enchant your backpack at any time. but please remove any items from the backpack before you begin or you will lose all.

initialize:
to use all these features of a backpack item you found or purchased you are asked to initialize it when you equip it for the first time. you can name your backpack uniquely then. but the name MUST contain 'Backpack'!
(technically: this has to be done because your backpack must be unique and a dummy container has to be created and assigned to your unique backpack. all items you put into the backpack are actually stored in that dummy container. every backpack you use must have it's own dummy container. otherwise all red backpacks would refer to the same content.)

dynamic weight:
the backpack's weight is the sum of the weight of all items in it. this can be changed in the ini.

prevent save game bloating:
every backpack you initialize is added to the save game. so don't initialize backpacks just for fun. but if you sell a unique backpack all contents (and the reference to the dummy container) will be deleted.

equipment slots:
by default all backpacks use the amulet slot except the leather and the fur backpacks that use the tail slot.
to change the equipment slot the backpack shall use (amulet, tail, ring) sneak and activate the backpack. (some armors and robes hide amulets and rings but you can use wrye bash to tweak this and also apply a tweak to use more than one amulet.)

easy item transfer:
if you put a backpack into a container you are asked to move the contents out of the backpack into that container. if you take a backpack out of a container you are asked to move all items from the container to the backpack. this way you can easily transfer items e.g. to another backpack or from chest to chest.

immersion and realism (optional):
a good backpack feels lighter than it actually is (i.e. you can carry more weight) but if you carry to much weight outside of the currently equipped backpack in your inventory you can't run, jump or fight! (assuming that without a backpack you have to hold the stuff in your hands.)

CUSTOM SETTINGS:

you can set the max weight you can carry outside of a backpack without speed penalty, the weight multiplier of the backpack contents and the shortcut key for accessing through an ini file. the ini file is located in DATA\INI and contains further info.


REQUIREMENTS:
OBSE v0018 (http://obse.silverlock.org/)
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Robyn Howlett
 
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Post » Sun Feb 27, 2011 9:01 pm

nice job
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Manuel rivera
 
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Post » Mon Feb 28, 2011 6:40 am

So how much more weight can you carry?

The ability to have companions carry backpacks is the thing that interests me. A shortcoming in Kuertee's version.

His version though you can drop the back pack during a fight to gain more fatigue points to fight with.
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Ron
 
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Post » Mon Feb 28, 2011 6:09 am

how cool is this!
hey, side777, we should talk.
combine best of both worlds!
i.e.: i think the game crashes when players try to enchant my backpack.
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Riky Carrasco
 
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Post » Mon Feb 28, 2011 7:25 am

Adding to game now :D

Is there a way of detecting what's in the bag, eg. a repair hammer, and attaching it to the outside of the bag if it is?
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GLOW...
 
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Post » Sun Feb 27, 2011 9:28 pm

So how much more weight can you carry?

The ability to have companions carry backpacks is the thing that interests me. A shortcoming in Kuertee's version.

His version though you can drop the back pack during a fight to gain more fatigue points to fight with.


actually, you can't carry more weight. you just can put items into the backpack and set a multiplier in the ini which makes the backpack lighter if set to < 1...

you can drop the backpack too, but not by hotkey.

how cool is this!
hey, side777, we should talk.
combine best of both worlds!
i.e.: i think the game crashes when players try to enchant my backpack.


did you keep in mind that enchanting clones the base? if you use the baseID again (e.g. removeItem) the game will crash...


Adding to game now :D

Is there a way of detecting what's in the bag, eg. a repair hammer, and attaching it to the outside of the bag if it is?


this would be really cool! but i would have to make a complete backpack model for every single item. it is impossible to just atach anything to the existing backpack.

before i do this i'm looking for a way to implement quivers and back weapons...
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Danny Blight
 
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Post » Mon Feb 28, 2011 4:58 am

you can drop the backpack too, but not by hotkey.
ahhh...so your mod does what my mod does AND more!
no need for a merge, then! hahaha!

and thanks for the info re: RemoveItem on custom-made enchanted objects.
is that why you can't drop the backpack with a hot key in your mod?

as an aside to the main backpack features:
i've been thinking of creating a new mod from the the "dump all items" into a container from my Inventory is a backpack mod.

i have it working in the Simple saddlebags component of my Horse commands mod.
there is a "Saddlebag" Miscellaneous item that the player can take from the saddlebag.
when the player clicks on it in their inventory, they access the saddlebag.
when the player puts it in a container, the items of the saddlebag are dumped into that container.

the expanded version would have items that work only on specific groups of inventory items: i.e. dump ingredients only, dump potions only, etc...

anyway, that feature would be good to see in a backpack mod.

if yours become more mature, i'll put a note in my list towards a preference to yours.
like i did with my NPCs are suspicious mod for the same feature in ShadeMe's Enhanced grabbing mod.
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Emily Rose
 
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Post » Mon Feb 28, 2011 12:08 am

actually, you can't carry more weight. you just can put items into the backpack and set a multiplier in the ini which
this would be really cool! but i would have to make a complete backpack model for every single item. it is impossible to just atach anything to the existing backpack.

before i do this i'm looking for a way to implement quivers and back weapons...
Not if you can get DW to continue working on his NifScript plugin. Theoretically, it can let you disable and enable different nodes in your backpack mesh at runtime.
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Sammygirl500
 
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Post » Sun Feb 27, 2011 7:05 pm

and thanks for the info re: RemoveItem on custom-made enchanted objects.
is that why you can't drop the backpack with a hot key in your mod?

...

the expanded version would have items that work only on specific groups of inventory items: i.e. dump ingredients only, dump potions only, etc...

anyway, that feature would be good to see in a backpack mod.


no. the problem is: a drop via script will reset all variables. i have to back it up to the quest script before and then restore... this will be implemented in the next version.

the dumping of items from and to containers is already implemented. i also think about COBL sorting features and the possibility to move loot directly to the backpack...


Not if you can get DW to continue working on his NifScript plugin. Theoretically, it can let you disable and enable different nodes in your backpack mesh at runtime.


this would be great! this way it may also be possible to dynamically disable the quivers... :)
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Kari Depp
 
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Post » Mon Feb 28, 2011 9:56 am

I look forward to the day when I can have a mod that lets me sheath a secondary blade on the back of my belt, and toggle it to and from my hand. That dream may just come true, once NifScript is developed further.

Of course, that's not what I've come to say. I came to say, excellent work!
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Cheville Thompson
 
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Post » Mon Feb 28, 2011 6:57 am

...no need for a merge, then! hahaha!...
actually, there is an opportunity for a merge.
i've just tried your backpack mod.
try mine and check out the differences of features: mainly the automation of mine which makes the player's inventory THE backpack.
rather than the backpack as a separate container, like in yours.

let me know if you're interested.
the mod is Inventory is backpack: http://www.tesnexus.com/downloads/file.php?id=21721
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Bellismydesi
 
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Post » Mon Feb 28, 2011 6:12 am

Thanks for sharing, I'll check it out! ;)
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Laura-Jayne Lee
 
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Post » Mon Feb 28, 2011 3:06 am

Haha, now companions can literally become packmules.
Awesome job, looking good!:)
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celebrity
 
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Post » Mon Feb 28, 2011 1:08 am

Nice work, Side777. I used to play Kuertee's backpacks and def I'll try yours. I've always thought that Oblivion carrying/storage system is pretty unrealistic so I welcome any effort made to improve it. I have a few questions/requests, though:

- Would it be possible to make something similar for horses? Or maybe even attaching to the horse the same back you're carrying (different model but the same container)? That'd be great.
- Could someone make a rundimentary, big backpack model, not box-shaped and without all the clutter attached outside, just like a simple robe/leather bag?
- Is there any possibility for a carriage/storage system that considers not only weight but also size and shape? Probably it's not possible to add a second and third value to every object, but maybe the weight could be tweaked to show a "confort" value instead, wich could be a mix of weight, size and shape, so a higher value could mean that object is harder to carry for whatever reason and viceversa. It seems to me that this would mean that every object should be modified, but maybe convincing the staff from COBL and OOO you're covering almost a 99% of the items you'll find, maybe I'm wrong though.
- Could it be possible to have more bags in other slots, like a small bag tied to the belt, a pair of boots with a small place for a dagger, etc?
- For extra realism: could you make the bag so that it shows up in the inventory but you can't acces it's content from there, so you had to drop it in front of you to take/place your stuff. A little anim would be great, if not simply disabling some keys and making the player plays the sneak anim would do the job IMO.

If some of this could be made I'd be more than happy. If not then I'll play your mod as it is, wich already seems pretty cool.


PS: Is there any possibility to came up with some method to make guards check inside your bags for stolen items? I haven't read any comment about this so I just assumed they don't, plz forgive me if that's already done.
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RUby DIaz
 
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Post » Sun Feb 27, 2011 7:58 pm

actually, there is an opportunity for a merge.
i've just tried your backpack mod.
try mine and check out the differences of features: mainly the automation of mine which makes the player's inventory THE backpack.
rather than the backpack as a separate container, like in yours.

let me know if you're interested.
the mod is Inventory is backpack: http://www.tesnexus.com/downloads/file.php?id=21721


I like your idea, I always wanted a mod for Morrowind or Oblivion that would make this, limiting the number of items one can carry simply because you can't carry more than you can put in a backpack. I would also limit the number of weapons a character can have at the same time (for example 2 weapons in scabbards and one in hand) and forbid him to carry more than one piece of armor of a given kind (ie only 1 cuirass, 1 pair of gauntlets, 1 helmet, ...) at the same time since it can only be worn, not put in a backpack.
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Agnieszka Bak
 
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Post » Mon Feb 28, 2011 7:34 am

mainly the automation of mine which makes the player's inventory THE backpack.
rather than the backpack as a separate container, like in yours.


that's exactly the point where we don't meet. i think of the inventory as the body or pockets in the clothes. equipped items show up there unlike in other games.
with the backpacks as extra containers we get a clean and transparent inventory, that's why i personally use portable sorters too.
the items in the backpack should not be directly accessible. maybe the hotkey is already to much like grmblf states in the next post.
and i don't like that automation because you lose control over which items to keep, e.g. potions, special arrows... but for many characters this is essential!

after all it is perfectly possible to use our mods side by side... ;)


Nice work, Side777. I used to play Kuertee's backpacks and def I'll try yours. I've always thought that Oblivion carrying/storage system is pretty unrealistic so I welcome any effort made to improve it. I have a few questions/requests, though:

- Would it be possible to make something similar for horses? Or maybe even attaching to the horse the same back you're carrying (different model but the same container)? That'd be great.
- Could someone make a rundimentary, big backpack model, not box-shaped and without all the clutter attached outside, just like a simple robe/leather bag?
- Is there any possibility for a carriage/storage system that considers not only weight but also size and shape? Probably it's not possible to add a second and third value to every object, but maybe the weight could be tweaked to show a "confort" value instead, wich could be a mix of weight, size and shape, so a higher value could mean that object is harder to carry for whatever reason and viceversa. It seems to me that this would mean that every object should be modified, but maybe convincing the staff from COBL and OOO you're covering almost a 99% of the items you'll find, maybe I'm wrong though.
- Could it be possible to have more bags in other slots, like a small bag tied to the belt, a pair of boots with a small place for a dagger, etc?
- For extra realism: could you make the bag so that it shows up in the inventory but you can't acces it's content from there, so you had to drop it in front of you to take/place your stuff. A little anim would be great, if not simply disabling some keys and making the player plays the sneak anim would do the job IMO.

If some of this could be made I'd be more than happy. If not then I'll play your mod as it is, wich already seems pretty cool.


PS: Is there any possibility to came up with some method to make guards check inside your bags for stolen items? I haven't read any comment about this so I just assumed they don't, plz forgive me if that's already done.


ok, i number the answers just to keep it clear.

1. i think something similar is already done...
2. yes, i would like that too! but i'm not too skilled in modelling...
3. i think your wrong... and if not: how to deal with that 1%??
4. no, the amount of slots is really limited. but yes, boots would be possible but not worth the massive work IMO.
5. i played with JQ's backpacks for month. this was the first thing i changed because it bored me to always have to drop the BP...
6. it's impossible to check inventory items for the stolen flag... i would be happe if someone would make THIS possible. :(
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lolly13
 
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Post » Sun Feb 27, 2011 10:04 pm

Would you consider adding a hotkey to make the pack droppable?

I've heard others say this is unimmersive and I disagree. Having a fasten on a pack that drops it to the ground in an instant would be a feature I'd think that most people who are engaged in combat regularly would want.
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J.P loves
 
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Post » Mon Feb 28, 2011 4:23 am

Would you consider adding a hotkey to make the pack droppable?


already done. you'll get it with the next release...
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Alexandra Ryan
 
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Post » Mon Feb 28, 2011 5:15 am

new VERSION 0.8 is online!


recent changes:
- fixed a serious bug that could crash the game
- fixed a bug: only upper class backpacks of the big version were distributed to NPCs
- the 2 merchant really sell the backpack now
- added a drop hotkey
- added a fighters guild backpack
- optimized meshes and textures

:)
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Brandi Norton
 
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Post » Mon Feb 28, 2011 4:14 am

Very fast, very generous. Thanks.:)
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marie breen
 
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Post » Sun Feb 27, 2011 8:40 pm

Very fast, very generous. Thanks. :)



Indeed. Thanks again! Good mod.
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willow
 
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Post » Mon Feb 28, 2011 2:53 am

ok. the fixed file is online. thanks to Pushkatu for helping out...!!

:)
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Ice Fire
 
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Post » Mon Feb 28, 2011 1:31 am

a little hotfix is online.

recent changes:
- fixed: could not activate the backpack if it was dropped
- fixed: selling did not free a slot for a new unique backpack
- fixed: enchanted backpacks did not initialize
- the backpacks can be named freely now

no need for a clean save if you did not sell a unique backpack.

:)
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Annick Charron
 
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Post » Mon Feb 28, 2011 12:51 pm

Great!
I'm having fun using this compact but powerful mod.:)
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Louise Lowe
 
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Post » Sun Feb 27, 2011 10:51 pm

thank you! :)
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Juliet
 
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