Modding Video Series 1: "Locked Loot Containers", From Start To Finish
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
Here is Part.13 where I:
- Getting Some Stuff Done Involving Chest Interactivity
- Poorly Explaining Switch-Case Statements
- Getting Some Stuff Done Involving Chest Interactivity
- Poorly Explaining Switch-Case Statements
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
Here is Part.14 where I:
- Finishing up base framework for bashing chest
- Planning for interaction with open spells and projectiles
- Finishing up base framework for bashing chest
- Planning for interaction with open spells and projectiles
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
Here is Part.15 where I:
- Finished base framework for open spell detection on chests
- Attempted working on missile/projectile detection for chest colliders
- Finished base framework for open spell detection on chests
- Attempted working on missile/projectile detection for chest colliders
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
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.
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
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
- 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
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
Here is Part.17 where I:
- Some spreadsheet planning for chest generation specifics
- Some spreadsheet planning for chest generation specifics
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
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
- Short description of "partial" classes
- Adding chest and lock materials using Enums
- Poorly explaining what "Flags" and how binary comes into play with them
- jayhova
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Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
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?'.
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
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.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.
- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: Modding Video Series 1: "Locked Loot Containers", From Start To Finish
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
- 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