[REL] Take Gold

Post » Sat May 28, 2011 8:12 pm

Just a small MWSE mod that allows you to take all gold from containers more easily. The mod was cdeford's idea.

This how it happens:
  • Open the chest by pressing the activate key
  • Press it again to close it
  • Now you have all the gold from the chest
  • ???
  • PROFIT!

This works for everything you can loot, including dead actors. Gold will not be removed from containers with owners to avoid accidental stealing.

Now with 100% less hex editing.

Latest version: 1.1a
You can download it http://adul.net/?p=dl_mwmods_take_gold.
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James Smart
 
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Post » Sat May 28, 2011 4:34 pm

COOL! Thanks dude -

MWSE is incorporated into latest MGE release right.. So Take Gold will work without having a seperate MWSE program?





Edit: Added a silly question
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Elisha KIng
 
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Post » Sat May 28, 2011 5:51 pm

MGE has a built-in MWSE version. But Hrnchmd's MGE XE does not.
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Nicholas C
 
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Post » Sat May 28, 2011 11:02 am

Good to know.. ^^ thanks
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Ludivine Dupuy
 
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Post » Sat May 28, 2011 8:05 am

Is there a way to tweak the game so that you can open and close inventories using only the spacebar like in Oblivion? Like when I clicked on a dead NPC or chest, the space bar would open and close it. Is there a mod for that? If not, can it be achieved via MWSE?
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Becky Palmer
 
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Post » Sat May 28, 2011 12:39 pm

Is there a way to tweak the game so that you can open and close inventories using only the spacebar like in Oblivion? Like when I clicked on a dead NPC or chest, the space bar would open and close it. Is there a mod for that? If not, can it be achieved via MWSE?

I am a bit confused about your question, as Morrowind already has that capability. By default, space will open and close containers. If you reconfigure the activate key to something else, then that key will be used to open containers, but space still remains the quick key for closing them. One of the challenges I had to overcome with this mod was to script it in a way that would close the container even if you had the activate key reconfigured.


Edit: I think I might make an alternative version soon that only uses the spacebar to close containers. That way I could omit parts of the script that are a little bit unstable like which currently causes the flickering panel issue.
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Sophie Payne
 
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Post » Sat May 28, 2011 8:04 pm

Thanks Adul, great stuff. Now I have another idea :D I'll have a look round and see if it's already been done first though.

Tested and it works brilliantly. I only got the flickering one time, mostly it doesn't flicker (with me anyway).
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FABIAN RUIZ
 
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Post » Sat May 28, 2011 5:16 pm

I am a bit confused about your question, as Morrowind already has that capability. By default, space will open and close containers. If you reconfigure the activate key to something else, then that key will be used to open containers, but space still remains the quick key for closing them. One of the challenges I had to overcome with this mod was to script it in a way that would close the container even if you had the activate key reconfigured.


Edit: I think I might make an alternative version soon that only uses the spacebar to close containers. That way I could omit parts of the script that are a little bit unstable like which currently causes the flickering panel issue.
Yeah you're right. The spacebar does work like that.
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lauraa
 
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Post » Sat May 28, 2011 8:14 pm

oh oh.. added to my list of mods! Thanks.
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Shannon Marie Jones
 
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Post » Sat May 28, 2011 4:53 pm

Would it be possible to adapt this tecnique to another of my little niggles - so that when disposing of a corpse all the stuff you didn't want to loot disappears with the body instead of being added to your inventory, maybe using another hotkey? Maybe it's just me, but I've got into the habit of disposing of corpses whenever possible because I read somewhere that it helps performance. You already have the 'take all' button so anything left on the body after you've looted it you presumably don't want. Just a thought.
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Hope Greenhaw
 
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Post » Sat May 28, 2011 5:32 am

There may be a number of mods already doing something like that. I know that Fliggerty's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4518 mod lets you dispose of corpses in various ways.

I have an update on the way for Take Gold, one that will greatly improve performance and configurability. Right now I'm working on a solution that will let you configure hotkeys without using a hex editor.
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Heather Kush
 
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Post » Sat May 28, 2011 9:15 am

There may be a number of mods already doing something like that. I know that Fliggerty's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4518 mod lets you dispose of corpses in various ways.

I have an update on the way for Take Gold, one that will greatly improve performance and configurability. Right now I'm working on a solution that will let you configure hotkeys without using a hex editor.


Thanks, that's exactly what I'm looking for.
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Darrell Fawcett
 
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Post » Sat May 28, 2011 6:21 am

Would it be possible to adapt this tecnique to another of my little niggles - so that when disposing of a corpse all the stuff you didn't want to loot disappears with the body instead of being added to your inventory, maybe using another hotkey? Maybe it's just me, but I've got into the habit of disposing of corpses whenever possible because I read somewhere that it helps performance. You already have the 'take all' button so anything left on the body after you've looted it you presumably don't want. Just a thought.
I am using a http://abot.silgrad.com/guppy/index.php?option=content&Itemid=67&task=viewpost&id=29&-Loot-control that usually works well enough for this, give it a try if you are searching for something simple not requiring MWSE.
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adame
 
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Post » Sat May 28, 2011 6:55 pm

I am using a http://abot.silgrad.com/guppy/index.php?option=content&Itemid=67&task=viewpost&id=29&-Loot-control that usually works well enough for this, give it a try if you are searching for something simple not requiring MWSE.


Thank, will definitely have a look :)
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FirDaus LOVe farhana
 
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Post » Sat May 28, 2011 3:12 pm

Update time!

Script stability has been improved, now you can basically use any combination of keys for opening/closing containers. I've also removed the need to edit binary files in order to configure the mod, now it's all done in-game. No virtual key codes or hex editing involved.

You can grab the updated 1.1 version from http://adul.net/?p=dl_mwmods_take_gold.

Edit: 1.1a - minor bugfix
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TOYA toys
 
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Post » Sat May 28, 2011 7:26 am

Downloaded. Thanks again Adul.

EDIT: Are you supposed to get those pop-up messages about Active Magic and using the R key as part of the set-up?
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Emily Martell
 
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Post » Sat May 28, 2011 5:50 pm

EDIT: Are you supposed to get those pop-up messages about Active Magic and using the R key as part of the set-up?


The new version contains an automatic key configuration process that launches the first time you enter the game after setup. This process has 2 steps, and the readme describes it in great detail. Once you are done, the mod saves your changes into a file and the config window should not appear again. (The readme also describes how to run the key config again if you need to.)

Is this what you mean?
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 10:47 am

The new version contains an automatic key configuration process that launches the first time you enter the game after setup. This process has 2 steps, and the readme describes it in great detail. Once you are done, the mod saves your changes into a file and the config window should not appear again. (The readme also describes how to run the key config again if you need to.)

Is this what you mean?


No, the script didn't start automatically, I had to use startscript. Then I got the following, your messages were flickering while these others were on the screen:

http://img271.imagevenue.com/img.php?image=98723_ScreenShot16_122_590lo.jpg
http://img234.imagevenue.com/img.php?image=98728_ScreenShot17_122_260lo.jpg
http://img191.imagevenue.com/img.php?image=98732_ScreenShot18_122_207lo.jpg
http://img164.imagevenue.com/img.php?image=98736_ScreenShot19_122_520lo.jpg
http://img274.imagevenue.com/img.php?image=98714_ScreenShot20_122_425lo.jpg

These look like part of the chargen process. Maybe a conflict with another mod, though I don't have a mod that affects chargen afaik.

EDIT: I tried it with a another savegame, and the chargen messages didn't appear and the script started automatically. The step 1 and step 2 messages continued to flicker, but that was the only problem. I'll try some other things to narrow it down.
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k a t e
 
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Post » Sat May 28, 2011 2:02 pm

No, the script didn't start automatically, I had to use startscript. Then I got the following, your messages were flickering while these others were on the screen:

http://img271.imagevenue.com/img.php?image=98723_ScreenShot16_122_590lo.jpg
http://img234.imagevenue.com/img.php?image=98728_ScreenShot17_122_260lo.jpg
http://img191.imagevenue.com/img.php?image=98732_ScreenShot18_122_207lo.jpg
http://img164.imagevenue.com/img.php?image=98736_ScreenShot19_122_520lo.jpg
http://img274.imagevenue.com/img.php?image=98714_ScreenShot20_122_425lo.jpg

These look like part of the chargen process. Maybe a conflict with another mod, though I don't have a mod that affects chargen afaik.

That's strange indeed. You're not supposed to see any of those chargen messages. I think there are some incompatibility issues there that trigger because Take Gold temporarily changes chargen state and disables player controls during the configuration process. This should not normally cause issues like that, but when another mod carelessly checks for and modifies the chargen state and/or player controls, the results could be harmful.

EDIT: I tried it with a another savegame, and the chargen messages didn't appear and the script started automatically. The step 1 and step 2 messages continued to flicker, but that was the only problem. I'll try some other things to narrow it down.

You needn't worry about the flickering, it's normal. It only happens because I had to utilize message boxes without any buttons on them, so I reinitialize the message every second. This causes some flickering. If you can set up the keys on any of your save games, then that's good. The mod should save your changes to a file and use those settings in all of your games from then on.
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Len swann
 
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Post » Sat May 28, 2011 10:16 am

Okaaaay...

Right, those messages only appear if you run the script when inside a cell added by a mod - I was in Anastasio's Hideout. At least that's the implication. When I tried it outside, they didn't occur. I don't know of anything in the Anastasio's Hideout mod that could cause problems but perhaps the script doesn't work properly from a non-original area. Certainly not a problem but worth knowing.
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Dean Brown
 
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Post » Sat May 28, 2011 5:11 am

Ah okay, that makes sense. It is very likely that an object in that area had a script which actively checked for CharGenState, and triggered a series of events when it was set to a nondefault value. Fortunately that' not much to worry about, with this many mods released for a game compatibility issues like that are bound to pop up every now and then.
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Nikki Hype
 
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