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Testers req: ItemsDropper - drops armor/weapon without health reset


kernins

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Posted

This is not actually a user-end mod (however you can have a little fun with it just for testing without any modding), much more a modders resource/microframework. Its main aim is to workaround well-known drop() bug (stats reset) and so to help to make some lovers-mods more immersive.

 

It allows to drop equipped items by slot from any actor with just one function call. All of particular instace props (like health or enchantment charge) will be preserved. On item pickup actor will be forced to play activateLow anim (and item itself won't be picked up instantly but at the right moment during anim). Also there is an option to auto-equip picked up items (with proper animation too). All animations and some other opts may be re-defined in ini (acts globally) or passed as args at call-time (acts locally for that particular item).

 

Second part of this framework is deferred tasks manager (this is what I've used to synchronize game actions like item pickup with animation). It allows to enqueue some actions (user-def fns) to be executed in future after certain amount of time. For example, it can be used to implement 'undressing-during-sex' behaviour: all you need to do in your code is just enqueue paricular items unequip, start lovers and forgot about all of this. Items will be unequipped automatically during animation when their time comes.

 

Here are some demo vids

video 1

video 2

video 3

 

To test ingame hold one of the control keys for more than half a second, then item equipped in your char's corresponding slot should be dropped. These keys are:

 

W weapon

A ammo (arrows)

U upper body

L lower body

F foot

H hands

X drop all above

C print this list in console (tilda key ~)

 

DOWNLOAD: the mod itself

 

 

It is still at the very beta, but I haven't noticed any bugs or CTD's during final 15-minutes intensive testing on variuos items.

It would be very appreciated if you dl, test it and report any bugs. The mod didn't replace or change anything, just adds new stuff. So it shouldn't mess up your game in any way. And if it will be considered stable enough, I will be glad to see it used in people's mods.

 

Sorry for my english)

 

 

Credits

--------------------

OreTueee, author of the Bathing mod revamped, for equipping anims I've used

 

Known bugs/limitations

-------------------------

Two identical items can not be dropped (be in-world) at the same time. Items considered identical if they are an instances of the same base object, have the same current health and curr charge.

This only applies to items dropped using this mod, of course. You still able to manually drop as many identical items as you want (via inventory menu on or any other ways)

  • 4 weeks later...
Posted

Sounds great! DLing soon.

 

Just saw the videos and wow! Very impressive!

Posted

Oh wow, just saw this. It looks outstanding, kernins. This could be implemented into stuff like Rapers RP edition and Joburg with amazing results. Hell, all the Lovers plugins could probably make use of it.

 

Very impressive.

Posted

The second part of this mod, if I understood it, sounds like the more important one. It sounds like could be used to coordinate, for instance, equipping a guy with a lower armor mesh with an animated penis (I've seen models with animations not controlled by .kf files, although I don't understand exactly how they work), waiting a few seconds to let the animation play, and the equipping him with a different armor to simulate erection. Of course, knowing the engine, it probably starts the animation of an animated model at some random spot instead of the beginning.

 

It's possible I completely misunderstood the scope of the thing, though.

Posted

Works really well once I changed the keys some. It would be great if we could also tie these anims to clothing or armor equipped from your inventory I am a role player so that would be great for immersion IMHO.

 

 

Bis

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