Hello,
Any way to restrict custom bags (similating a keyring or a scroll holder for example)?
(Found https://forum.neverwintervault.org/t/restricting-what-goes-in-a-bag/3944 but the topic doused in time)
Hello,
Any way to restrict custom bags (similating a keyring or a scroll holder for example)?
(Found https://forum.neverwintervault.org/t/restricting-what-goes-in-a-bag/3944 but the topic doused in time)
Not sure what “doused in time” means but that thread does answer your question.
My bads with that non-sense translation.
I read that 2 threads but did not find an ultimate solution.
For example, some plot items cannot be placed into bags, they are “rejected”.
I was wondering about scripts able to reject no-allowed-in-the-bag items.
Plot items (items with plot flag set) can be moved into bags. Cursed items (items you cannot drop) however cannot. But here is not the bag the problem but moving the item. So as far as I know there are no not-allowed-in-bags items.
I was involved in the earlier conversation (about putting specific things - coins, keys, etc.- into bags). Containers in a PC inventory do not have any OnAction scripts in old NWN. I wonder if they can be declared in NWN:EE? Has anyone looked into that? If an OnAcquire script can be assigned to a container object, then it can run a script on the newly acquired item. If I get a chance I will try that if it hasn’t been done already
you need nwnx for this functionality and it is not implemented in nwnx-unified
but it can be done
I did It (with the help of scripters I found in the NWN2 discord). You need to alter XML files and launch scripts which “filters” the actions.
I started the test on my campaign, and so far no one returned bugs on them. But at the moment I can’t say it’s fullproof.
I altered container.xml and inventoryscreen.xml. I am using local variable on the “container”, to know the size, and the type of bag, and scripts to filter the items you try to store in those bags. If it’s not allowed, the item is put back into the player inventory.
The full campaign isn’t fully tested, and some problems could arise.
I did something on the subject it seems to work, but I am still unsure if it’s fully operational. It’s a bit early to “share”. For now I’d like to keep all my “nwn2 bugs” in one place. It’s easier to manage. When the campaign will be released everyone will be free tot ake a look at it, and use /tweak it for them own use.
Oh I thought this is NWN1.