Container Contents

Discussion in 'Modding and Scripting Support' started by greatfrito, Sep 10, 2003.

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  1. greatfrito

    greatfrito New Member

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    How do I make custom shop contents for a container? I didn't see anything about it in any of the modding files floating about, and I really don't want to use the standard stuff.
     
  2. Blinky969

    Blinky969 Active Member

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    Two ways.

    1. Add the stuff, which is so clearly outlined in AMTUT it is ridiculous and I feel like hitting you.

    2. You could make a new inventory, which DU touched on but kind left me hanging, although considering he's all anyone has, I can let him slide. This is pretty tricky so stay with me. You find the InvenSource file in your Rules folder. OPen it, AND open the description file in your mes folder. Now scroll down the description folder until you find what you want. Now start making a new inventory, start at the bottom, try not to delete anything. But before you actually start punching in numbers, listen (you can write a name for the inventory if you REALLY want to). The first number is a percentage, the second is the item. so if you want a rifle to be in the store half the time it would look like,
    50, 6108
    the 50 being for 50%, and the 6108 is tied to the item rifle.
    Now the first set of numbers is preset to modify gold. So if you have a theif, maybe he only has money 25% of the time, but a merchant will always have money. The second number is the amount of gold, although it varies slightly and usually isn't up to the maximum that you set, for example, mage merchants can have up to 5000 gold, but usually have around 4400. A merchant whose figure is set at 1500, could never hope for that much cash, but will usually have 1000-1200.
    Do you understand any of that?
     
  3. greatfrito

    greatfrito New Member

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    [rant]I must be way too used to civil-speaking boards... or way too used to not having enough sarcasm around to be atunned to it[/rant] but ANYWHO...

    Does added stuff respawn ala shop inventories? I've never seen it do it. Seems that adding items manual means that they're one shot sorta dealies. So if Mr. Merchant sells out his inventory, he's sorta stuck.

    as for the other way... I think that's what I'm gonna use.. or try to. That's what I was looking for anyways.

    Thanks.

    [EDIT] P.S.: I tried to find said file, and it's just not in the mes folder (or rules... or anywhere else), so I figure I have to create it (and pray it doesn't mess anything up). Wish me luck and such.

    [EDIT} Yeaah... that ain't workin' either (Bear with me, I'm still very new, and I can't find any info on how to do this). Perhaps you could point the way to the InvenSource.mes file you spoke of, or a copy of a working one that I could use as a model of sorts?

    Thanks in advance.
     
  4. Blinky969

    Blinky969 Active Member

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    C:\Sierra\Arcanum\data\rules\InvenSource.mes

    Open it with wordpad or something, in case you aren't aware. I have been told that it doesn't start there when you first install. Also that is the game file, editing that edits it for the entire Arcanum game. If you just want to edit it for the module, then the file is with your module :lol:

    Finding this depends on your WorldEd, if your using the nice easy convieniant 1070, your module folder is in modules, then you can find rules in there, with the Invensource file, but if you use 1074, it might just be best to do a search for your module name and get the path from there.
     
  5. greatfrito

    greatfrito New Member

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    Yeah, so I don't have said file, and I'm assuming that I have to undat arcanum to find one (no prob). I'll tell you if I can get it there.
     
  6. greatfrito

    greatfrito New Member

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    Okay, last night I got it. Thanks for the help. Had to extract the texts from Arcanum.dat, but that worked. Also, it had to be in arcanum's data file to work... I'm gonna try a few things, but where does it go to be sure that it's with the Mod? Do I make a new data file inside my mod's file?

    Thanks.
     
  7. DarkUnderlord

    DarkUnderlord Administrator Staff Member

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    It doesn't go "with the mod". When you edit that file, you edit that file for the whole of Arcanum, and therefore every mod you play as well. It needs to go in an "Arcanum\Rules" directory (I THINK. Whatever directory you extracted it from in the dat file). When you want to play your mod, you'll need/want that file in there. To remove it (play another mod or revert back to your original) you can just delete the directory, and Arcanum will use the InvenSource.mes that it's in the dat file.
     
  8. greatfrito

    greatfrito New Member

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    So if it won't go into the dat with the rest of the Mod, is there any way to get it to other people? I mean, will it just be a matter of sending a modified InvenSource along with the Mod, or should I just scratch the whole thing and use a default InvenSource so as to make sure that it works correctly for everyone? Seems like an unnecesary sacrifice... damn... guess I should just finish writing the rest of the mod first... oh well.... thanks for all of the help *bows to those who have way more skill and experience*.

    Peace Out.
     
  9. Blinky969

    Blinky969 Active Member

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    *Feels all warm and fuzzy inside even though it was DU who really did all the helping

    I think if you just send the modified file with the mod, with instruction, ie. make a folder, name it rules, put it here, put this in it, then it should be fine. Also, I just remembered. If you hand add an item to a chest or something, just make sure that the respawn inventory thing is clicked, that way, every day the container will reset it's items.
     
  10. DarkUnderlord

    DarkUnderlord Administrator Staff Member

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  11. Sleek_Jeek

    Sleek_Jeek New Member

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    oh great, another useful post from darkunderlod. are you and blinky in cahoots?
     
  12. greatfrito

    greatfrito New Member

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    Ah dang, yet another little thing that I've missed (the respawn inventory button... damn I have no perception of my own... perhaps my character can loan me his while I work on the mod). Ah well, I've got it working for now (gonna use this in the future though, probably), and now I've gone on to getting the hang of dialog (with the help of AMTUT of course... which I hope is finished someday. Hell, it's like the best tutorial for almost any game I've seen). As always, thanks everybody! And don't worry, if you need a self-esteem boost, I'm more than certain that I'll get stuck again soon.
     
  13. DarkUnderlord

    DarkUnderlord Administrator Staff Member

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    I'm not sure. I'll have to wait until Blinky replies before I can agree with whatever he says.
     
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