Hey, thats a cool idea, why didnt I think of that haha.silentthief wrote:I think this is a moddable situation, at least I hope it will be. It is a wierd situation that NPCs immediately wear things you sell them, resulting in more than one idea to sell a cursed item and wait until said NPC dies from a permanent -1 health enchantment on a helm (as an example).
ST the NPC scourge
NPC's shouldn't ware what you sold them.
Re: NPC's shouldn't ware what you sold them.
Re: NPC's shouldn't ware what you sold them.
Unfortunately this is a hard coded feature as of now. After 1.0.0 we can always go back and make a change.
Most likely it would be a GMST(game setting) that could be apart of a required openmw.esm
or something.
To coders:
If you have knowledge in c++ you can build your own version to include auto equip on purchase
Most likely it would be a GMST(game setting) that could be apart of a required openmw.esm
or something.
To coders:
If you have knowledge in c++ you can build your own version to include auto equip on purchase
Re: NPC's shouldn't ware what you sold them.
Wait... is that 'apart from' or 'a part of'? Because how does that work, a "required openmw.esm"? That's for Morrowind, right? Or do you mean an omwaddon or something?Jyby wrote:that could be apart of a required openmw.esm
Re: NPC's shouldn't ware what you sold them.
Well we could theoretically create an openmw add-on(openmw.esm) that just extends functionality to the code by creating game settings. We could then write these custom game settings into our code:Okulo wrote:Wait... is that 'apart from' or 'a part of'? Because how does that work, a "required openmw.esm"? That's for Morrowind, right? Or do you mean an omwaddon or something?Jyby wrote:that could be apart of a required openmw.esm
Code: Select all
gmst = all of our game settings
gmst.find("fOneTimePowerResetDelay")->getTheValue()
- silentthief
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Re: NPC's shouldn't ware what you sold them.
It would seem from your description that there would be additional openmw game settings?
Not necessarily a bad thing, just asking for conversation and understanding. Come to think of it, having easy-to-understand game settings (and of course not having the trouble that morrowind had with its "evil GMSTs") would make sense. Something simple like a setting that NPCWearItemPurchases=false means that they would not immediately equip any new items bought, then if that is set the modder could change that or script conditional options for what the NPC wears or equips.
*Most of this is speculation and theory, as I'm not a dev.
ST
Not necessarily a bad thing, just asking for conversation and understanding. Come to think of it, having easy-to-understand game settings (and of course not having the trouble that morrowind had with its "evil GMSTs") would make sense. Something simple like a setting that NPCWearItemPurchases=false means that they would not immediately equip any new items bought, then if that is set the modder could change that or script conditional options for what the NPC wears or equips.
*Most of this is speculation and theory, as I'm not a dev.
ST
Re: NPC's shouldn't ware what you sold them.
I'm a new dev and from what I see in the code a lot of functionality is somewhat hardcoded.
With additional game settings we can extend the hardcoded features to modding.
I think we also support mods through script extensions.
With additional game settings we can extend the hardcoded features to modding.
I think we also support mods through script extensions.
Re: NPC's shouldn't ware what you sold them.
OpenMW will support that post-1.0, we have plans which will allow modders to modify things that are now hard-coded.
Re: NPC's shouldn't ware what you sold them.
+1pvdk wrote:OpenMW will support that post-1.0, we have plans which will allow modders to modify things that are now hard-coded.