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

Posted: Mon Sep 26, 2022 11:14 pm
by Magicono43
Here is Part.13 where I:
- Getting Some Stuff Done Involving Chest Interactivity
- Poorly Explaining Switch-Case Statements


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

Posted: Tue Sep 27, 2022 11:26 pm
by Magicono43
Here is Part.14 where I:
- Finishing up base framework for bashing chest
- Planning for interaction with open spells and projectiles


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

Posted: Thu Sep 29, 2022 2:14 am
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


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

Posted: Thu Sep 29, 2022 7:14 pm
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.


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

Posted: Thu Sep 29, 2022 11:05 pm
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


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

Posted: Fri Sep 30, 2022 11:45 pm
by Magicono43
Here is Part.17 where I:
- Some spreadsheet planning for chest generation specifics


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

Posted: Sat Oct 01, 2022 11:23 pm
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


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

Posted: Sun Oct 02, 2022 3:20 am
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.

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

Posted: Sun Oct 02, 2022 3:25 am
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.

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

Posted: Sun Oct 02, 2022 11:07 pm
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