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Magic "real time" Vault


gigantibyte

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This mod would create a vault that would exist in the player's time. No matter when in "game time" the vault is accessed, and regardless of which save file is loaded, the vault would contain whatever the player put into it last. Saving a game within the vault could be disabled, so that one could never meet oneself in the vault (though that would be interesting).

 

Does the construction set allow for a room's contents to be determined by an outside file?

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the way this would have to be likely can't be done, even with the script extender. this mod would have to adjust every save file in the game, so that when you save it adjusts that particular portion of every single save file you have. this is very likely impossible, as scripts run in game affect the game you're playing, not the other saves that exist. on top of this, it would cause a lot of overpowered beginning characters, as, no matter what level you are, if you have a claymore that deals 26 base damage and a daedric quality set of armor, you will kill most things in a few swipes and likely won't take much damage for a good long while.

 

I find this mod more feasable if we used a program similar to oblivion face exchange lite, but instead of adjusting facial features, it moves the items stored in a single room over

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well ( im taking a guess here) i think you could like Azi said it possible could happen with OBSE but how is unknown to me

 

Sword Devil

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Perhaps a vault is a bit too ambitious, but a container may be easier. There is a function in OBSE, called GetBaseItems* that "returns an Array of StringMaps containing the items present in a base container or actor inventory and the quantity of each." However, I don't see any functions that could dump this information to a file. If there were, the scripting should be easy:

 

on container open -> populate container with file contents

on container close -> populate file with the GetBaseItems function

 

I grant that this would be a big "cheat" for low level characters. However, my use for it is different. I recently reinstalled Oblivion on a new PC and loaded an old save. A message popped up that the save relied on items that were missing, but I ignored it thinking it must be something minor. However, after many completed quests later, I found out what I forgot to activate, was the 'All in One Basement' mod. Much of my good gear was stored there. While I can load the same save file I recently restarted Oblivion with, and restore my basement items, I lose everything I gained in the past week.

 

The only other thing I can think of doing is loading the old save, and get all the reference numbers for all the items I want to keep from the basement. Then load the latest save file and use the console to give myself all the items I lost. This would be an awfully long job though, because I finished the main quest lines, along with all the guild quests and countless side quests, giving me quite an extensive inventory. :wallbash:

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Well, we don't have the means yet. I don't think OBSE has the ability to write or write to arbitrary files (as that is dangerous considering many people play their game in administrator mode. It would be trivial for me to write a "mod" that in reality destroys important files in your windows directory.). Odds are this cannot be implemented for this reason.
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Well, we don't have the means yet. I don't think OBSE has the ability to write or write to arbitrary files (as that is dangerous considering many people play their game in administrator mode. It would be trivial for me to write a "mod" that in reality destroys important files in your windows directory.). Odds are this cannot be implemented for this reason.

 

Dang. This idea is dead in the water without a "virtual" place to store information. I'm assuming that any variables or arrays set (and stored in memory) are destroyed if an older save is loaded, even without exiting Oblivion?

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Hmm. How about using an .ini file? Pluggy adds INI control functions. Perhaps these could be used to save FormID's while in one save, and used to access it again in another save. It'd probably be very buggy.

 

Don't think they're intended to be used this way, but it might work. I'm not sure, though, haven't got any Pluggy scripting experience.

 

Might give it a try someday, but don't count on anything.

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Hmm. How about using an .ini file? Pluggy adds INI control functions. Perhaps these could be used to save FormID's while in one save, and used to access it again in another save. It'd probably be very buggy.

 

Don't think they're intended to be used this way, but it might work. I'm not sure, though, haven't got any Pluggy scripting experience.

 

Might give it a try someday, but don't count on anything.

 

Thanks for pointing out Pluggy; I'll look into the possibilities.

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