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Visible Inventory 5: Now Faster! [B26 ONLY]
http://45.55.195.193/viewtopic.php?f=61&t=21178
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Author:  Azukki [ Wed Jan 19, 2011 2:23 pm ]
Post subject:  Visible Inventory 5: Now Faster! [B26 ONLY]

Version 4.0: Now runs super smooth, with no known errors! Both versions have been updated with a script that is greatly improved in simplicity and reliability. To update, just reinstall, and allow the new one to overwrite the old.
Version 5: B26'ed, and I'm the first to use the B26 thread tag!

You know how when you've got a weapon in your inventory, unequipped, it's not seen?
This mod changes that. It categorizes all vanilla weapons into primary weapons and secondary weapons, and the strongest weapon in these slots that you have in your inventory, but not equipped, is shown on the actor's hip and back, as if it were on a sling or in a holster. Mostly, the point of this mod is to simply make things looks nice. It does not physically change things significantly, because these displays of the weapons don't collide with anything or change actor's center of balance or anything like that. However, it does improve players' threat analysis, because it shows, plain as day, the biggest weapons an actor has, whereas before you'd never suspect the enemy skeleton is concealed carrying an uber cannon. It also makes it a little more obvious when you're overloaded with stuff.
Image
Image

*Now, I must warn you about the nature of installing the full-incorporation version of this mod. Installing this mod overwrites the .ini files of all of the human actors in the vanilla game, and the very important Base.rte/Index.ini. This brings up three concerns. Firstly, if you have edited the vanilla content in other ways, such as installing Brutality mod, or another vanilla content changing mod, those modifications may be gone, and your game may not load properly. Secondly, this mod is difficult to uninstall. Expect to either need to reinstall CC, or nitpick through a bunch of files when you want to uninstall this mod. It can be disabled easily enough, though, by opening base.rte/visibleinventory.ini and commenting out the two ScriptPath lines. Thirdly, and lastly, this mod will break your installation of CC if you install it on something other than B26.
Attachment:
File comment: --DO NOT USE ON NEW BUILDS! IT WILL BREAK EVERYTHING!-- This is for B26, installing it on older or newer builds will probably break everything. By downloading this, you're agreeing that you've read the paragraph starting with an asterisk, (*) and you don't hold me (Azukki) accountable for any damage this mod causes to you copy of CC.
Visible Inventory Full Version B26.rar [124.15 KiB]
Downloaded 2472 times


The demonstration model is just like any other normal mod and doesn't overwrite vanilla files, but it only adds one new actor with this feature, instead of adding this feature to existing actors. You may want to download this and try it out before downloading the full-incorporation version, to be certain you like it first. It also might be preferable to modders that want to add this feature to their actors. This may not work properly on other builds, but it can be uninstalled like any other mod, no worries about breaking the game.
Attachment:
File comment: Demo version, works just like any other mods, only adds a new actor with the feature, overwrites nothing.
Holster.rte.rar [112.49 KiB]
Downloaded 813 times


Credits, sequential
-DRL- Game
-DRLFF- I would have never learned how to nor cared to make this or other large mods without this community
-Lizard- Original Idea (of course others had thought of it before, but when I saw it in one of his sprite sheets, that's when it really struck me to try actually making it happen)
-Azukki- First Script
-Roast Veg- Optimized Script (using tables instead of repeated functions for each weapon in the list, that made expanding the lists to their current size feasible.)
-CaveCricket48 - A helpful tip about EquippedItem
-Azukki- B25 Script, full vanilla list, full vanilla incorporation version, B26 update

Known issues:
-Magazines don't display correctly. If a mag is added to the slinged sprite, it will still show if the weapon is put in the inventory without finishing reloading. On the contrary, if no mag is shown, then it will not show when the gun is reloaded. This could sometimes be avoided by spriting the weapon at an angle that would obscure the mag anyways, but actually fixing this problem would be impractical, if not impossible. With B25, this may be truly fixable, but still too hard for me to want to do.
-The sprites are just flipped and rotated, and aren't perfectly sprited for the application. Ironically, this isn't a priority to me. Although the final goal of this mod is aesthetic appeal, I'm primarily concerned with the function of this feature rather than the actual appearance. If someone wants to graciously go through and resprite every weapon at a suitable angle, I'll be glad to add that
-If you hold two of the same weapon and equip one, the other will not display on the back, because quantities of items in one's inventory cannot, by my knowledge, be detected
-The Base.rte and Coalition.rte Shotguns get mixed up.
-The Shortgun, Uzi, and other small primaries look a little awkward on the back or leg. (Maybe a slot that combines intermediate weapons and tools, on actor's sides, would be good?)

This feature and the files included can be modified/copied and added to your own mods, with proper credits to roast veg, lizard, and I.

Feedback, critiques, and suggestions are greatly appreciated. Particularly:
Should I do something with bombs, tools, and/or shields?

Author:  Naxete [ Wed Jan 19, 2011 3:55 pm ]
Post subject:  Re: Slings and Holsters and such

Thank you a lot, I mean A LOT, to booth.
[EDIT] Very handy mod, everything useful, masterly quoted, thumbs up for Azukki :wink:

Author:  Lizardheim [ Wed Jan 19, 2011 4:09 pm ]
Post subject:  Re: Slings and Holsters and such

You're welcome :)
Just a simple lil thing that doesn't detract anything from a mod but adds some extra asthetics.

Author:  DudewithballsofsteeL [ Wed Jan 19, 2011 4:45 pm ]
Post subject:  Re: Slings and Holsters and such

Nice job Dude! :P

Author:  Jeffman12 [ Wed Jan 19, 2011 4:51 pm ]
Post subject:  Re: Slings and Holsters and such

This makes threat evaluation a more viable strategy too.

Author:  Contrary [ Wed Jan 19, 2011 4:58 pm ]
Post subject:  Re: Slings and Holsters and such

I think little improvements like this make the best mods.

Author:  Azukki [ Wed Jan 19, 2011 7:44 pm ]
Post subject:  Re: Slings and Holsters and such

Jeffman12 wrote:
This makes threat evaluation a more viable strategy too.
I hadn't even considered that; thanks for mentioning it.

Author:  Azukki [ Wed Jan 19, 2011 10:31 pm ]
Post subject:  Re: Slings and Holsters and such

Nonsequitorian wrote:
long time.
Yeah, about that, lizard and I were both planning to release mods that used this feature. We showed off the demonstration mod because we had planned to utilize it ourselves shortly after, and then release this afterward, but that didn't happen. I was just being lazy and uninterested, I don't know about Lizard.

I had nearly forgotten about this, until someone recently asked about it. Since we had shown it off so long ago, and no real progress was happening with it, I figured it would be more fair to just release the demo now, instead of making people wait until we finished our otherwise heavily delayed projects.
So, in short, sorry about showing it off, and then not releasing for a month, without making significant progress. You may have noticed, I'm kinda bad about that.


Oh, also, Roast Veg graciously did some optimizing, so there should be an update before too long, so you might want to hold off on implementing this into anything until that's out there.

Author:  Roast Veg [ Wed Jan 19, 2011 11:36 pm ]
Post subject:  Re: Slings and Holsters and such

Azukki's just touching up my mess, it shouldn't take long.

Author:  Petethegoat [ Wed Jan 19, 2011 11:59 pm ]
Post subject:  Re: Slings and Holsters and such

Nice to see this getting a proper release. :)
How easy is it to add new weapons?
Roast Veg wrote:
Azukki's just touching up my mess, it shouldn't take long.

CLASSIC

Author:  Roast Veg [ Thu Jan 20, 2011 12:05 am ]
Post subject:  Re: Slings and Holsters and such

Once my version gets through, pretty easy.

Author:  Azukki [ Thu Jan 20, 2011 12:05 am ]
Post subject:  Re: Slings and Holsters and such

It wasn't too hard before, it should be downright easy, now, with Veg's contribution.
The main thing I'm doing with it at the moment is documenting it with comments, so others can better understand it, myself included.
Within a half hour I should be done touching up his-- wait a second I don't want to be in any signatures.

Author:  Roast Veg [ Thu Jan 20, 2011 12:18 am ]
Post subject:  Re: Slings and Holsters and such

If there's anything you really don't understand send me PM and I'll either tell you what it does, or tell you it was like that when I got there.

Author:  Azukki [ Thu Jan 20, 2011 12:40 am ]
Post subject:  Re: Slings and Holsters and such

I figured it out when I actually looked over it, it was just going slowly due to distractions.
It's up now, should be in working, optimized order. And once more, thanks to Veg.

Author:  Roast Veg [ Thu Jan 20, 2011 12:50 am ]
Post subject:  Re: Slings and Holsters and such [1.1]

Oops. I made the teeniest of tiniest of errors with the syntax, but it shouldn't be a problem unless either you've made some amazing mistakes or scripting on attachables has suddenly started working. Fixed version, with my documentation is here, should you need it.

Also Azukki, you don't need the GibThis script, TLB put it in Base.rte/Scripts for B24.

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