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Topic: SS2 Stackable Snacks
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673f9547394f7Yankee Clipper

Re: SS2 Stackable Snacks v1.0
673f954739592
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.

673f954739671Yankee Clipper

Re: SS2 Stackable Snacks v1.0
673f9547396ce
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.
673f954739882
Good to see another modder in the scene. Nice mini-mods (probably should be merged into to one thread though). Keep it up!

673f954739c2cYankee Clipper

673f954739c7f
@Join usss!: Thanks for the encouraging words. Even though my mods are mini-mods, I like keeping them separate. I like modular mods. ;)
673f954739fec
@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! »
673f95473a392
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.

673f95473a42dYankee Clipper

673f95473a47d
Updated to v1.2. Cigarettes are now stackable. Smoke 'em if you got 'em.


673f95473a614
Thanks for the update.  :thumb:
[DSC_0147.JPG expired]

673f95473a6bfSystem Shocked

673f95473a70c
@ 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 »

673f95473a7c8Yankee Clipper

673f95473a816
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

673f95473a988System Shocked

673f95473a9c1
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 »

673f95473aa79System Shocked

673f95473aac6
@ 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 »

673f95473abe4Yankee Clipper

673f95473ac37
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.

673f95473acdaSystem Shocked

673f95473ad27
Thanks for your help, and for responding so quickly. It's very much appreciated.  :thumb:
Acknowledged by: Yankee Clipper

673f95473aecbSystem Shocked

673f95473af19
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 »

673f95473b06cvoodoo47

673f95473b0c2
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.

673f95473b1d0System Shocked

673f95473b223
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 »

673f95473b2eeYankee Clipper

673f95473b33a
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.

673f95473b535System Shocked

673f95473b587
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 ?

673f95473b69fYankee Clipper

673f95473b6ed
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
}

673f95473b7bdvoodoo47

673f95473b80a
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.

673f95473baf6Yankee Clipper

673f95473bb4d
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.

673f95473bbf4voodoo47

673f95473bc4a
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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