A fine project. A needed project if you romance Piper "Baby Cages" Wright, come to that! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "When I was just a little girl I thought those old shopping carts were baby cages. Let me tell you; Nat did not appreciate that."
now that's some damn good Jank! lol. at first i thought before seeing the jpg image on the page, i thought that it would be a robot companion that looks like a grocery cart that would follow you, but this also works lol.
Trolley/carts in game are movable (but they're so jumpy so no good for items) so this is a neat solution, I see it says it's treated as a container but i'm wondering if items actually display in the cart or only as a container? alternatively could it be set up like the displays we can build in the workshop but as a cart so we could display items
This is still neat though amazing what sorts of mods people are coming up with lately :D
Having it dynamically display the items would be amazing but would require much better knowledge of meshes etc than ive got.
What I have got though is a slightly different model with a duffel bag inside the cart mesh, that will switch to this model when you activate the cart, as a bit of a visual signifier that this is currently being used as storage, - ill add this switch to the next version I update
( even though all carts are currently linked to the same storage anyways lol )
Maybe add different "load stages" which change appearance
These load stages should be cumulative, so it looks like you're packing more and more stuff into the shopping cart. And at some stage it should definitely include the classic junk that everyone picks up:
Id love to do something like this, but when it comes to textures/meshes/animation, im clueless, im just a moderately piss-poor coder instead :D
If someone feels they could do something like this, and wants to contribute please get in touch with me!
( I think the best way would be to simply have x different versions of the cart activator, then swap them in/out as required when its spawned/despawned from being a "weapon", or when triggered from items being put in its container - so not much extra code needed, but a lot of mesh editing required. )
Thank you so much! Ever since i first went to Super duper mart in Fallout 3 few years ago, i wanted my wastelander to shop in style. Finally that dream came true...
21 comments
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"When I was just a little girl I thought those old shopping carts were baby cages. Let me tell you; Nat did not appreciate that."
at first i thought before seeing the jpg image on the page, i thought that it would be a robot companion that looks like a grocery cart that would follow you, but this also works lol.
This is still neat though amazing what sorts of mods people are coming up with lately :D
What I have got though is a slightly different model with a duffel bag inside the cart mesh, that will switch to this model when you activate the cart, as a bit of a visual signifier that this is currently being used as storage, - ill add this switch to the next version I update
( even though all carts are currently linked to the same storage anyways lol )
These load stages should be cumulative, so it looks like you're packing more and more stuff into the shopping cart.
And at some stage it should definitely include the classic junk that everyone picks up:
If someone feels they could do something like this, and wants to contribute please get in touch with me!
( I think the best way would be to simply have x different versions of the cart activator, then swap them in/out as required when its spawned/despawned from being a "weapon", or when triggered from items being put in its container - so not much extra code needed, but a lot of mesh editing required. )
Its technically the same with the NiNode for flora.
(My pet name for CDDA is "Shopping Trolleys of the Apocalypse".)
Ive fixed that now in 0.95