Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Show off your mod creations or just a work in progress.
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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

Here is Part.13 where I:
- Getting Some Stuff Done Involving Chest Interactivity
- Poorly Explaining Switch-Case Statements


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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

Here is Part.14 where I:
- Finishing up base framework for bashing chest
- Planning for interaction with open spells and projectiles


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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

Here is Part.15 where I:
- Finished base framework for open spell detection on chests
- Attempted working on missile/projectile detection for chest colliders


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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

Here is a small showcase of the sort of milestone I got to last night, that being basically all the base "interactive" framework for the chests.


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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

Here is Part.16 where I:
- Finally got base chest interactions tested and working (besides spell aoe detection)
- Talked about a bunch of things while doing testing
- Explained how I got the arrow collision to properly work by getting DaggerfallMissile component from parent rather than the mesh that is given for arrow projectiles
- Explained a bunch of other stuff I realized, was a very productive session, if not a bit scattered


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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

Here is Part.17 where I:
- Some spreadsheet planning for chest generation specifics


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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

Here is Part.18 where I:
- Short description of "partial" classes
- Adding chest and lock materials using Enums
- Poorly explaining what "Flags" and how binary comes into play with them


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jayhova
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by jayhova »

What do you think of damaging some items depending on the means of opening the container? Fragile items like potions, clothes, art, etc. might be smashed or burned. The monk might be much better at recovering items because of his ability to be precise and controlled while bashing with a fireball or flail could create havoc.
Remember always 'What would Julian Do?'.

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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

jayhova wrote: Sun Oct 02, 2022 3:20 am What do you think of damaging some items depending on the means of opening the container? Fragile items like potions, clothes, art, etc. might be smashed or burned. The monk might be much better at recovering items because of his ability to be precise and controlled while bashing with a fireball or flail could create havoc.
Yeah, that's already been on my radar since the beginning basically, since I knew I'd want bashing in atleast. But yeah, I plan to do alot of stuff later on when I get to loot-generation and modification that will do alot of stuff like that depending on how the chest was accessed, be it bashing, damaging spells, etc.

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Magicono43
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish

Post by Magicono43 »

Here is Part.19 where I:
- Horrible lesson on Binary and how it relates to Enums with the Flags attribute
- Showing how I tried to use this concept in the mod code so far


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