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Combine storeage and display


BigBidsled

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Hey all I want to keep this simple and short.

Is there a way to combine storage and display.

How nice it would be to have a Storage Display case for every type of the main items in Oblivion.(weapons,armor,scrolls,gems,staffs,cheese)

Place it in the storage container and it is displayed.

No using the grab system.

Now if you can figure that one out you stand a chance of making "a good bit of gold".

Buy them at your local store and find your loot being well managed.

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This would be an enormous display case o.O

 

Use the console to coc to the "testinghall". Then open all the doors to the various "warehouses" and take a look at just how much there is in this game. If you're willing to devote an entire building of several floors to a project like this, with the walls lined with your "display-storage unit" it could be done, but it would be a really hairy scripting project to sort all your stuff and then to rez a single instance of every single thing you have on a shelf. I rather imagine it would be a frame rate killer, as well, since the more objects you add to a cell the more this bogs down the game.

 

Possible, I think so. Feasible, barely. Practical ... I doubt it.

 

Now, if you're talking about different storage containers for different sorts of items, now we're looking at something a bit more realistic. It would still be ambitious. We already have a COBL resource to create sorters for alchemical ingredients, for instance. It would still have to be quite large if it's also going to display a sample of each of those, though. Cheeses are an easier project because they're aren't as many. Weapons? You might not be aware of just how many different weapons there are in this game, and the case would have to have the ability to rez an example of each one -- without them winding up in a hopeless jumble. Armor? The issue is similar but compounded because armor takes up so much space. Me? I'd be happy with a bookshelf that just automatically placed any book I placed into its inventory onto the first available place on the shelf, neatly stacking them side-by-side so that the havoc engine doesn't ... play havoc with them. As far as I know, nobody has done anything even this "simple" -- not to say that project would be especially simple, you understand. It just seems to the uninitiated that it should be.

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Ya different containers for different items.

I envisioned being able to go and buy these containers like a set of wall hangings and have them show up at my house.

The weapon storage/display units could be made a little easier by breaking them down as far as possible in to all the different types.

I.e just one for long swords and just one for two handed swords ect down the whole huge list of weapons.

Same could be done with armor but based on heavy or light armor.

I agree with you that just a simple storage/display book shelf would be nice.

I know nothing so my ignorance gives me the freedom here.

I guess the best way to see if something like this would be possible is pick least populated or created item in the game, like cheese, and move up from there?

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A good place to start may be with a mod called 'The Art of Speedy Depositing' Which can sort items into the basic types and store them in nearby containers you specify.

 

It has a fairly good sort capability - such as single hand bladed weapons that are enchanted can be stored in a separate container from single handed bladed weapons. But cannot differentiate between a dagger and a long sword. Or between a glass weapon and a steel weapon.

 

Now you need a way to make the first item stored in a glass front display to show in the display, and the rest to be hidden in the container. Then make the containers available in a shop.

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I might add that another design decision you're going to want to make involves whether or not you want to display the actual item or a replica of it. If you're just creating this to deal with Vanilla content there may be an advantage to displaying a non-havoc-enabled replica of the item and simply have it pre-located in a specific place in the display. When the actual item is placed in the display's storage then the replica will be enabled and will show in-world. An option would be to store all the replicas in a separate hidden container and simply move them to a pre-determined spot. If you remove an item from the display then your script merely needs to detect that and move the replica back to storage or disable it. One advantage to the approach of using replicas, other than not being able to bump things around if you accidentally run into the display, is that you won't have to script any complex item placement routines, which could get really, really hairy if the display isn't set exactly along N, E, W, or S directions. I think there's a bookcase with automatic placement of some sort that won't even function if it's not aligned along those coordinates, and the person who created that mod knew what he was doing.
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