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Fillable Glass Display Cases. Fill with Rubies, Skulls, Rings, etc.


theuseless

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I want a glass display case that I can fill with rubies, emeralds, skulls, etc. Literally fill to the brim (or close). The base object could be (but not limited to) SEDisplayPedastal01GlassDome

 

The theory that I have is that it could be a normal glass case with a messagebox script attached. This script would either give you the option of adding objects to it, or to open the door, the final one to leave the display case alone.

 

In the case that you added objects to it, it would bring up your inventory menu. Any items you place into it would be spawned inside, at the top. This would allow them to pile up in the box, eventually filling it. Of course this would look ridiculous if you put a warhammer or some other object that didn't fit, but it could be used as a food basket as well. The objects could be spawned at an X marker placed inside the display box. It is totally feasible.

 

I'm sure this can be accomplished if anybody has the motivation out there to attempt it. I will eventually get around to it (might take a few months to get time) if nobody picks it up. If anybody has a script that is easily modified to this purpose, kudos will be given.

 

Just think of all the fun you could have filling one up and then watching all that stuff shower out when opened?!

theuseless

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You don't need a special display case, why not using telekinesis spells or use the grab key? I don't remember what this key does by default but sure you can move objects at will, if not in vanilla oblivion then with some mod. Btw I remember I've filled up lots of display cases simply dropping the items from inventory, one at once, if those cases were close enought to a wall.
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Sweet. Thanks for the tips. grmblf.

 

The grab key will only place objects in as high as you can place them. Telekenisis too. I do however like the idea of filling cases by dropping items directly into them.

 

I still want my scripted, fillable, display cases though

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I have problems with containers like that. All my items dance around and never settle and sometimes fall through the walls and floors. If you made a container that, how would you keep things like this from happening? You would have a display case filled to the top full of rubies clinking and making lots of noise and wiggling around like a bowl full of maggots or a lava lamp.

 

I am no modeler, but I do not know why the collision framework is set to make an invisible force shield all around all the items for a distance of several centimeters at minimum rather than ending at the physical boundary of the items in question. If the problem was as simple as making a container only for rubies, you could modify the collision geometry of all rubies, or only the rubies the script would place in your container.

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hadn't thought of the bouncy problem. That is sometimes a problem for me, but rarely. only when I've been playing for a couple of hours without a restart).
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Or you could possibly create several static meshes inside the display case and treat it like a normal inventory chest. Once you close it, have a script check the contents and enable/disable static items inside the display case based on what matches the contents. If you wanted it to contain coin, rubies, silver and gold, create static objects that can be fixated inside the display case and use a script to enable them based on what is inside the chest.

 

Example: If you place coins in there, enable the coin object inside the display case. If there are no coins, disable the static coin object to make it disappear from the case.

 

You could make it seem a little more dynamic by adding a check for how much coin you have (quantity) and using a different static mesh such as one that represents 1 to 50 coins, 51 to 200 coins and 201+ coins.

 

Well, that's just a thought.

 

LHammonds

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That is a really great idea LHammonds! That is probably the most trouble-free solution, and could even be done with large numbers of static vanilla objects if the modder didn't know how to model.
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The first way, which would be very inefficient and annoying to implement,

would be to stack a bunch of gold in the CS, set each piece as a persistent

reference, then enable/disable them through the script. It would work, and

it can be done, it's just tedious and inefficient.

 

I think the best/easier way would be to create a new static .nif file from the existing gold .nif.

 

You would just extract the gold coin .nif file, copy the gold's NiTriStrips branch, and

then paste it multiple times into the new .nif file and mess with their XYZ values until

they looked like they were stacked.

 

Other than that, a new mesh and texture to resemble stacks of

coins would be the best possible way to handle it.

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Unfortunately thats what i thought :[ Even a small stack of coins would take a while but i think its worth it.Also TheUseless the SEDisplayPedastal01GlassDome is an activator and not a container so you it wouldnt work because you cant store stuff in an activator unless anyone knows of a script that can open up and inventoru menu from an activator.Ill get started on the stack tommorow its getting late.
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