@Thasic: I had planned on adding more sacks, and had requested some scripting functions to make it possible from the FOSE team. But it seems that FOSE development has stopped due to real life issues, so the functions I requested probably will not get added.
In other words, unless development of FOSE resumes, this mod is stuck where it is at. We will see how the script extender plays out in New Vegas, maybe I'll be able to carry this over to that game.
Hey really cool and useful mod, thanks. I wonder how I've missed it for over a year. I agree that additional containers would be interesting but more sacks would be good too, that is if you are still modding this.
I've added three more Gunny Sacks to the mod on my end, but there are some issues showing up with them. I've requested a couple features from the FOSE team, and they said they hope to get them added in FOSE v2.
As soon as I get the functions to handle the Gunny Sack's weight being saved in the save game, I'll upload the next version. Then you will have four Gunny Sacks.
make it so u start with 2 please i really like this mod and i agree with minutegold metal boxes and amoo crates and such would be awsome do your best and keep up the good work
make it so u start with 2 please i really like this mod and i agree with minutegold metal boxes and amoo crates and such would be awsome do your best and keep up the good work
When you drop it on the floor and use place gunnysack enemies will try to loot it and each time they do that open gunny sack pick up gunnysack menu will pop on screen. Don't know if they actually loot something.
IMMERSION BREAKER/CHEAT! DON'T READ IF YOU DON'T WANT TO KNOW IT. When in inventory weight in sack will affect you and overencumber but if you grab it will be weightless so you can grab your 1000lbs sack and run/jump around with it.
The first issue is a stumper. I've never had the menu pop up on me like that, but then, I tend to hide my gunny sack someplace when I stash items in it. I thought that putting Begin OnActivate Player as the OnActivate block header would only allow the gunny sack to be activated by the Player. I'll tinker around with a few different ways of doing that, and try to place the gunny sack someplace where NPCs will try to loot it, and see if I can't fix this.
The second point is interesting, but is just an exploit. The gunny sack is made for role playing, and most role players don't cheat, so to speak. I don't see any way for you to be able to position the gunny sack easily, but avoid you being able to carry it like that. Maybe if I make the mesh heavier so that you drop it often would work... but that would just be an inconvenience to those of us who use it as it is intended. I doubt I'll try to fix this issue.
It will probably be the weekend before I can open up the mod and tweak the scripts, but I'll look into your reports ASAP. Thanks BladyKillher.
12 comments
P.S. This is a reply to the above post only because I am a moron...
Endorsed.
Kudos
I had planned on adding more sacks, and had requested some scripting functions to make it possible from the FOSE team. But it seems that FOSE development has stopped due to real life issues, so the functions I requested probably will not get added.
In other words, unless development of FOSE resumes, this mod is stuck where it is at. We will see how the script extender plays out in New Vegas, maybe I'll be able to carry this over to that game.
- endorsed.
As soon as I get the functions to handle the Gunny Sack's weight being saved in the save game, I'll upload the next version. Then you will have four Gunny Sacks.
make it so u start with 2 please i really like this mod and i agree with minutegold metal boxes and amoo crates and such would be awsome do your best and keep up the good work
make it so u start with 2 please i really like this mod and i agree with minutegold metal boxes and amoo crates and such would be awsome do your best and keep up the good work
The first issue is a stumper. I've never had the menu pop up on me like that, but then, I tend to hide my gunny sack someplace when I stash items in it. I thought that putting Begin OnActivate Player as the OnActivate block header would only allow the gunny sack to be activated by the Player. I'll tinker around with a few different ways of doing that, and try to place the gunny sack someplace where NPCs will try to loot it, and see if I can't fix this.
The second point is interesting, but is just an exploit. The gunny sack is made for role playing, and most role players don't cheat, so to speak. I don't see any way for you to be able to position the gunny sack easily, but avoid you being able to carry it like that. Maybe if I make the mesh heavier so that you drop it often would work... but that would just be an inconvenience to those of us who use it as it is intended. I doubt I'll try to fix this issue.
It will probably be the weekend before I can open up the mod and tweak the scripts, but I'll look into your reports ASAP.
Thanks BladyKillher.