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Topic Summary

Posted by: Deu sex
« on: 09. July 2019, 09:32:31 »

Ah you simply mean that it will prevent eating if I'm full life ? I see, I'll give it a look then thanks :)
Posted by: voodoo47
« on: 09. July 2019, 06:31:19 »

overeating has not been allowed, so you need to be actually damaged to consume food and heal.

add this to the end of the dml if you want to fix that:
Code: [Select]
//allow overeating
+ObjProp -90 "ObjList"
{
"" NVComestibleNoCheck=1;
}
Posted by: Deu sex
« on: 08. July 2019, 23:19:00 »

Sorry for the insanely long time before posting on this thread, but I just wanted to say that I've been trying to get this to work with SCP 4, and no matter the priority, I can't get it to work, the food stacks, but I can't eat it.
Posted by: System Shocked
« on: 27. August 2015, 09:09:19 »

@ Yankee Clipper

Whammo, blammo thank you ma'am and PTLord . . . you hit the nail on the thumb (phfuk!-eow)! It worked after removing the double 'Plants' entry. I changed your 'Plants 2' script to reflect 'Plants' and everything still works fine . . . however I find I need more fluids during the ingestion of the magazines, and I found addiing some mayonnaise and a splash of dijon mustard helps in dealing with the 'dryness' of taking in the heart pillows, just like the classic Three Stooges episodes with flapjacks. Happy that the inventory magazines icon defaults to the cover that looks like the singer from Duran².

When things didn't work out right, I tried to fix them on my own interpretations of the existing script's structure, without having to bother you again, based on my previous successful tinkering experience with the earlier small plant script that you provided. Sadly, trying the same thing with the other items didn't work. I'm not savvy enough on the workings/effects of script files, and double entries.

Again, thanks for your assistance in nailing down a solution . . . but I do think your earlier "Sigh" comment was unjustified . . . it should've been an 'A what' . . . :thumb: . Thanks voodoo47 for taking the valuable time away from your busy SCP schedule to 'look in' . . . Now get back to incorporating ALL my numerous fixes into SCP Beta 2, which we all desperately NEED and DESIRE.

Thanks ALL.
Posted by: voodoo47
« on: 26. August 2015, 17:43:54 »

double checked, and it actually fails on the comestible bit, as that one has no place there. so the cause for the failure still is bad syntax.
Posted by: Yankee Clipper
« on: 26. August 2015, 17:37:30 »

the reason is slightly different (loading something twice is ok, as long as the syntax is fine), but yes, that's the bit that's causing the dml to fail (as there is no archetype named "plants". you can't be making things up and expect them to work).

also, noting one more time that stacking all the different magazine types into one is slightly unhealthy.

You can make things up, since it is just a label. It works fine as long as you don't try to call the same thing by 2 different names. It also works, as indicated previously, to label all of the junk items as "junk". Credit goes to xdiesp for bringing that to my attention in a previous discussion. He suggested labeling all the snacks the same, instead of having separate categories for soda, chips, and juice. I didn't take his suggestion in my release, but I did test it and it works.

Posted by: voodoo47
« on: 26. August 2015, 17:21:30 »

the reason is slightly different (loading something twice is ok, as long as the syntax is fine), but yes, that's the bit that's causing the dml to fail (as there is no archetype named "plants". you can't be making things up and expect them to work).

also, noting one more time that stacking all the different magazine types into one is slightly unhealthy.
Posted by: Yankee Clipper
« on: 26. August 2015, 17:01:56 »

You have the plants listed twice (plants and plant #2), so I'm guessing that is causing the script to fail at that point, which would mean the rest is not getting processed. Delete this whole part and try it again:

//Plants
+ObjProp -69 "CombineType" = Plants
+ObjProp -69 "StackCount" = 1
{
   "Script 0" NVComestible
}
Posted by: System Shocked
« on: 26. August 2015, 16:35:55 »

As mentioned, I did the copy-paste thing, but it didn't work so I tried an alternate method, as I did with the ' small plant' script that you sent me a while back, which worked. Here's the latter part of my  current gamesys.dml file :

.  .  .  .  .
//Cigarettes
+ObjProp -1396 "CombineType" = Cigarettes
+ObjProp -1396 "StackCount" = 1
+ObjProp -1396 "ObjList" = NVComestibleHeal="-1"; NVComestiblePsi="1";
+ObjProp -1396 "Scripts"
{
   "Script 0" NVComestible
}

//Plants
+ObjProp -69 "CombineType" = Plants
+ObjProp -69 "StackCount" = 1
{
   "Script 0" NVComestible
}

//Plant #2
+ObjProp -69 "CombineType" = Plant #2
+ObjProp -69 "StackCount" = 1

//Mug
+ObjProp -1221 "CombineType" = Mug
+ObjProp -1221 "StackCount" = 1

//Ring Buoy
+ObjProp -1214 "CombineType" = Ring Buoy
+ObjProp -1214 "StackCount" = 1

//Heart Pillow
+ObjProp -1398 "CombineType" = Heart Pillow
+ObjProp -1398 "StackCount" = 1

//Magazines
+ObjProp -1255 "CombineType" = Magazines
+ObjProp -1255 "StackCount" = 1

And here's an image of my inventory table. As you can see, the magazines and mugs ain't stackin'. What to do ?
Posted by: Yankee Clipper
« on: 26. August 2015, 14:48:07 »

Sigh.

I don't know why you are adding to what I provided. Nameless Voice's script is for use with consumables. That is, stuff the player eats, drinks, or smokes. Since the game does not support the player eating the heart pillows, there is no need to call NV's script to deal with that issue. If you use the code as provided, it works properly.
Posted by: System Shocked
« on: 26. August 2015, 09:51:43 »

Actually, I had asked Yankee Clipper if magazines could be stacked, either all magazines types in one slot or each type of magazine in their own slot. His response graciously included some additional items and options.

I'd like to be able to stack some of the non-consumable items, as follows :
- Coffee mugs.
- If doable, all the different magazines stackable into one slot. Or, each different type of magazine stackable in their own slots.
- Ring buoys.
- Heart pillows.

Thanks for taking a peak.
Posted by: voodoo47
« on: 26. August 2015, 07:48:23 »

you are trying to eat magazines and pillows if I see correctly. don't do that I guess? also, trying to stack different item types into one pile is probably a bad idea.

anyway, tell me what do you want to do exactly and I may have a look.
Posted by: System Shocked
« on: 26. August 2015, 03:46:52 »

So, I've found that the mugs, ring buoys and magazines aren't stacking. I started a new game using  the DMM mod manager, and the mod is at priority spot number one, if this in fact matters. I tried copy/pasting the script you provided, but no go. I also tried changing each item using the 'junk' option, but another no go. This is how I modified the gamesys.dml file :
 
//Plant #2
+ObjProp -69 "CombineType" = Plant #2
+ObjProp -69 "StackCount" = 1
{
         "Script 0" NVComestible
}

//Mug
+ObjProp -1221 "CombineType" = Mug
+ObjProp -1221 "StackCount" = 1
{
          "Script 0" NVComestible
}

//Ring Buoy
+ObjProp -1214 "CombineType" = Ring Buoy
+ObjProp -1214 "StackCount" = 1
{
          "Script 0" NVComestible
}

//Heart Pillow
+ObjProp -1398 "CombineType" = Heart Pillow
+ObjProp -1398 "StackCount" = 1
{
          "Script 0" NVComestible
}

//Magazines
+ObjProp -1255 "CombineType" = Magazines
+ObjProp -1255 "StackCount" = 1
{
          "Script 0" NVComestible
}

What have I done wrong? Also, there are several magazine types, so does each one have its own distinct 'ObjProp' number?
Posted by: System Shocked
« on: 24. August 2015, 19:11:00 »

Thanks for your help, and for responding so quickly. It's very much appreciated.  :thumb:
Posted by: Yankee Clipper
« on: 24. August 2015, 13:56:20 »

Paste the following to the end of your Stackable Snacks gamesys.dml file:

Code: [Select]
//Plant #2
+ObjProp -69 "CombineType" = Plant #2
+ObjProp -69 "StackCount" = 1

//Mug
+ObjProp -1221 "CombineType" = Mug
+ObjProp -1221 "StackCount" = 1

//Ring Buoy
+ObjProp -1214 "CombineType" = Ring Buoy
+ObjProp -1214 "StackCount" = 1

//Heart Pillow
+ObjProp -1398 "CombineType" = Heart Pillow
+ObjProp -1398 "StackCount" = 1

//Magazines
+ObjProp -1255 "CombineType" = Magazines
+ObjProp -1255 "StackCount" = 1

If you want all the junk to combine into just 1 inventory slot, replace each descriptor with "junk". So,

+ObjProp -1221 "CombineType" = Mug

would become:

+ObjProp -1221 "CombineType" = junk

Do that for each of the 5 types, and you are down to 1 slot for all of it.
Posted by: System Shocked
« on: 24. August 2015, 06:48:07 »

@ Yankee Clipper

Can magazines be made stackable, either together as one or by type? If so, at your convenience, please provide the code(s).

Thanks in advance.
Posted by: System Shocked
« on: 15. May 2015, 11:55:03 »

Greatly appreciate you providing the code for making the small potted plants stackable in the inventory.

Just to be sure, and following the existing file's structure, I amended the gamesys.dml file like so, which differs slightly from your instructions - the "Cigarettes" code is only shown for comparison purposes :


//Cigarettes
+ObjProp -1396 "CombineType" = Cigarettes
+ObjProp -1396 "StackCount" = 1
+ObjProp -1396 "ObjList" = NVComestibleHeal="-1"; NVComestiblePsi="1";
+ObjProp -1396 "Scripts"
{
   "Script 0" NVComestible
}

//Plants
+ObjProp -69 "CombineType" = Plants
+ObjProp -69 "StackCount" = 1
{
   "Script 0" NVComestible
}

Is this correct?

EDIT :
Nevermind. I started a new game using the revised "Plants" code above, and found the small plants stacking beautifully.  :thumb:

Thanks again.
Posted by: Yankee Clipper
« on: 15. May 2015, 09:45:53 »

Unless you are a recycler, I would say they are non-consumable. But, if you want them to stack, just copy and paste the following to the end of your gamesys.dml file:

Code: [Select]
//plants
+ObjProp -69 "CombineType" = Plants
+ObjProp -69 "StackCount" = 1
Posted by: System Shocked
« on: 15. May 2015, 04:58:00 »

@ Yankee Clipper,

I noticed that the small potted plant is not stackable. Can it be added to the mod, or are plants considered to be non-consumable?
Posted by: Kolya
« on: 02. November 2014, 20:22:35 »

Thanks for the update.  :thumb:
[DSC_0147.JPG expired]
Posted by: Yankee Clipper
« on: 02. November 2014, 17:34:03 »

Updated to v1.2. Cigarettes are now stackable. Smoke 'em if you got 'em.


Posted by: Olfred
« on: 02. August 2014, 18:02:56 »

No I didn't mean merge the mods, I just meant merge them into one thread named "Yankee Clipper's Mini-Mods" or some such.
I don't see why he should do that.

They are quite different mods and it wouldn't be beneficial at all.
Just because it comes from the same person isn't an argument to merge threads.
Posted by: Join2
« on: 02. August 2014, 15:43:34 »

@Join usss!: Thanks for the encouraging words. Even though my mods are mini-mods, I like keeping them separate. I like modular mods. ;)

No I didn't mean merge the mods, I just meant merge them into one thread named "Yankee Clipper's Mini-Mods" or some such.

Somebody thinks he's a moderator.

Silence. I would troll you and ZB good if I were a moderator, so it's best I'm not :p
Edit: Oh crap, ZB has moderating powers I believe *watches back*.  :D
Posted by: Yankee Clipper
« on: 02. August 2014, 05:27:50 »

@Join usss!: Thanks for the encouraging words. Even though my mods are mini-mods, I like keeping them separate. I like modular mods. ;)
Posted by: RocketMan
« on: 02. August 2014, 04:19:07 »

Somebody thinks he's a moderator.
Posted by: Join2
« on: 02. August 2014, 04:08:34 »

Good to see another modder in the scene. Nice mini-mods (probably should be merged into to one thread though). Keep it up!
Posted by: Yankee Clipper
« on: 02. August 2014, 01:21:07 »

Updated to v1.1.

The mod now uses the new script-loading feature of NewDark v2.43, so no need for users to update their maps themselves so that NVScript gets loaded.
Posted by: Yankee Clipper
« on: 14. July 2014, 18:09:14 »

Up to the next goal! :D
For example you could start something like a inventory rebalance mod. This could incorporate some stuff like the resizing of small weapons to 2x1, maybe resizing other items as well, maximum number of stacks for each stackable object. Maybe there are even more things to do.
Just a suggestion, not a request.

That is an idea. I liked the Snoopytwist mod, at least for the smaller weapons. I don't really like the idea of maxing out the stacks, though.

Posted by: Yankee Clipper
« on: 14. July 2014, 18:02:51 »

Read my post again.  I was agreeing with you.

I apologize. I did misinterpret what you were saying.
Posted by: voodoo47
« on: 14. July 2014, 17:38:02 »

it will also work with SCP, Secmod, and pretty much anything except the orig maps, as most mods already have NVscript loaded.
Posted by: Kolya
« on: 14. July 2014, 17:17:16 »

I think it was somewhat ambiguous?

As for the mod I would sell this as an "ADaoB-addon" right in the title. Then have an advanced section in the post that explains how the mod can be made to work with other maps. Because many already have ADaoB installed and of those who don't, few will go to such lengths to install this mod.
Posted by: RocketMan
« on: 14. July 2014, 16:43:14 »

I have achieved the goals that I had set for this tiny mod. I don't believe anything else is "required".

Read my post again.  I was agreeing with you.
Posted by: Olfred
« on: 14. July 2014, 10:52:19 »

Up to the next goal! :D
For example you could start something like a inventory rebalance mod. This could incorporate some stuff like the resizing of small weapons to 2x1, maybe resizing other items as well, maximum number of stacks for each stackable object. Maybe there are even more things to do.
Just a suggestion, not a request.
Posted by: Yankee Clipper
« on: 14. July 2014, 07:24:34 »

I have achieved the goals that I had set for this tiny mod. I don't believe anything else is "required".
Posted by: RocketMan
« on: 14. July 2014, 05:21:31 »

It should be because it requires a lot more investment that has currently been given to it.
Posted by: Yankee Clipper
« on: 14. July 2014, 02:27:12 »

You know what might be better?  If, in addition to allowing chips, etc. to stack, you limit the stack count of ammo so that anything over 50 bullets or 10 shells or 3 grenades requires another stack.  That way the inventory would be more full of ammo (fixing some of the ammo overabundance) and less full of consumables.  The benefit of having extra stackable health, offset by the need for more inventory space for ammo.  It would also help with the game fiction being more consistent since, why should you be able to carry infinite shells but no more than a dozen bags of chips?

LOL. That's an interesting idea, but I think I will just say that changing the way that ammo stacks will remain beyond the scope of this mod.
Posted by: Yankee Clipper
« on: 14. July 2014, 02:23:41 »

with stacking, food items are easily the best healing items in the game, something what was probably not intended.

I disagree with that. The full med kits and the med hypos are still way better than the snacks. But you are right as far as what was intended. It cannot be an accident that hypos stack and snacks don't. The devs designed it that way.
Posted by: Yankee Clipper
« on: 14. July 2014, 02:21:09 »

bonus objective: make the console print "health already full" when trying to use snacks at full health.

also, for anyone looking to use this mod, do note that this will throw the game balance off - the orig food items are not stackable for a reason.

That is an interesting idea. The game does not do that, not for snacks or mad hypos, and not if you are running adaob or vanilla. But, Christine's fan missions will refuse to use a snack if your health is already full. But, her missions will let you use a med hypo at full health. I don't know if it makes sense to have the med hypos act differently than the snacks in that regard. I guess people just need to be careful and pay attention to what they are doing. ;)

On the balance, you are right of course, especially in the early game and more especially on impossible difficulty. All those snacks laying around the 2nd MedSci map, endurance/health level still low, inventory space at a premium - this mod does give you a little more flex in that situation.
Posted by: Primitive Primate
« on: 13. July 2014, 15:22:35 »

I was trying to make a joke, and apparently failed at it. Hard.
Posted by: RocketMan
« on: 13. July 2014, 15:21:46 »

Huh?
Posted by: Primitive Primate
« on: 12. July 2014, 18:32:33 »

I'd like to you see you chew down bullets!
Posted by: voodoo47
« on: 12. July 2014, 17:20:28 »

*backs away slowly*
Posted by: RocketMan
« on: 12. July 2014, 17:03:18 »

You know what might be better?  If, in addition to allowing chips, etc. to stack, you limit the stack count of ammo so that anything over 50 bullets or 10 shells or 3 grenades requires another stack.  That way the inventory would be more full of ammo (fixing some of the ammo overabundance) and less full of consumables.  The benefit of having extra stackable health, offset by the need for more inventory space for ammo.  It would also help with the game fiction being more consistent since, why should you be able to carry infinite shells but no more than a dozen bags of chips?
Posted by: voodoo47
« on: 12. July 2014, 14:05:29 »

that was actually somewhat funny.
Posted by: Primitive Primate
« on: 12. July 2014, 13:51:21 »

Obesity
Posted by: Olfred
« on: 12. July 2014, 12:58:26 »

So why not nerf the values?
From +1 health per pack of chips to what?
Posted by: Primitive Primate
« on: 12. July 2014, 12:15:51 »

So why not nerf the values?
Posted by: voodoo47
« on: 12. July 2014, 12:12:21 »

with stacking, food items are easily the best healing items in the game, something what was probably not intended.
Posted by: xdiesp
« on: 12. July 2014, 11:55:36 »

bonus objective: make the console print "health already full" when trying to use snacks at full health.

also, for anyone looking to use this mod, do note that this will throw the game balance off - the orig food items are not stackable for a reason.

The balance impact is negligible, because not only all food items in the game combined make no more than a handful hypos, but because this bonus healing from stackability would only concern the food you'd be throwing away for being encumbered. People would sooner make item piles than throwing anything away.
Posted by: Primitive Primate
« on: 12. July 2014, 11:17:13 »

Hooray!
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