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673f9f0a898ee
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Topic: SS2 Stackable Snacks
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673f9f0a89ff5Yankee Clipper

Re: SS2 Stackable Snacks v1.0
673f9f0a8a063
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.

673f9f0a8a143Yankee Clipper

Re: SS2 Stackable Snacks v1.0
673f9f0a8a1a1
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.
673f9f0a8a348
Good to see another modder in the scene. Nice mini-mods (probably should be merged into to one thread though). Keep it up!

673f9f0a8a708Yankee Clipper

673f9f0a8a757
@Join usss!: Thanks for the encouraging words. Even though my mods are mini-mods, I like keeping them separate. I like modular mods. ;)
673f9f0a8aa68
@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
« Last Edit: 02. August 2014, 15:48:45 by Join usss! »
673f9f0a8ae39
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.

673f9f0a8aedeYankee Clipper

673f9f0a8af2c
Updated to v1.2. Cigarettes are now stackable. Smoke 'em if you got 'em.


673f9f0a8b06e
Thanks for the update.  :thumb:
[DSC_0147.JPG expired]

673f9f0a8b10dSystem Shocked

673f9f0a8b158
@ 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?
« Last Edit: 15. May 2015, 05:04:12 by System Shocked »

673f9f0a8b211Yankee Clipper

673f9f0a8b25c
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

673f9f0a8b3baSystem Shocked

673f9f0a8b407
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.
« Last Edit: 24. August 2015, 06:49:19 by System Shocked »

673f9f0a8b4abSystem Shocked

673f9f0a8b4f6
@ 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.
« Last Edit: 24. August 2015, 09:36:13 by System Shocked »

673f9f0a8b5f8Yankee Clipper

673f9f0a8b690
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.

673f9f0a8b735System Shocked

673f9f0a8b783
Thanks for your help, and for responding so quickly. It's very much appreciated.  :thumb:
Acknowledged by: Yankee Clipper

673f9f0a8b919System Shocked

673f9f0a8b994
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?
« Last Edit: 26. August 2015, 04:06:47 by System Shocked »

673f9f0a8bb58voodoo47

673f9f0a8bbb2
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.

673f9f0a8bcceSystem Shocked

673f9f0a8bd2b
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.
« Last Edit: 26. August 2015, 10:06:38 by System Shocked »

673f9f0a8be10Yankee Clipper

673f9f0a8be5e
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.

673f9f0a8c05bSystem Shocked

673f9f0a8c0ac
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 ?

673f9f0a8c1d2Yankee Clipper

673f9f0a8c221
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
}

673f9f0a8c306voodoo47

673f9f0a8c354
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.

673f9f0a8c691Yankee Clipper

673f9f0a8c6f8
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.

673f9f0a8c7bavoodoo47

673f9f0a8c80e
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.

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