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Scan recipes and setname parts.


DuskWulf

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I've been thinking about this a lot and how useful it would be to people who use inventory sorters.

 

The idea is this:

 

Perhaps using a quest and script, as the game launches the script would scan through all the recipes loaded (can we do this?), and index all the ingredients used. It would build a table of those ingredients, and check each item name for a colon. If a particular item doesn't have a colon, then it would do something like refName.SetName to "PART: " + refName on it.

 

This would add the prefix PART: to each item that actually is part of a recipe. This would lead to the disjointed nature of sorting if mods are loaded which the sorter isn't aware of.

 

As a bonus, would it be possible to do things like looking at all items and seeing which part of the inventory they fit into, and what type of item they are? For example, if something goes into the Aid section and it has -food and/or +health, it could be named FOOD:, or if it has -drink, it could be named DRNK:.

 

Those scans could perhaps be run at picking up items, but I dunno.

 

Any thoughts on this? I'm not really familiar enough with the scripting engine to know whether this is even remotely possible.

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Well, no, it can't be done. Not that way. What can be done is to go through and manually label all the parts, or use a system like Project Nevada's Inventory Sorter, which uses predefined lists to rename the items. The Project Nevada system is also accepting of properly configured mods, as documented in the PN Modder's Guide, found at the bottom of the PN description.

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