Please ask your basic (newbie) questions in here. - by scumble
snobel on 3/2/2016 at 19:35
Luckily it's not as bad as that... The archetype value is not used, it's the SellPrice of the first object of that type that you frob.
I'm not changing the values but the loot list will show the total for each loot type instead of the item value. (So in the example above it will read "Copper Bowl 150 2".) I had hoped to be able to add a line for each type/value combination but that turned out to be too complex.
The fix is working for individual maps, including save and load, but transferring loot from one map to the next is to-do.
Any comments on the script thing?
(PS: Any progress on the Inn? :))
Beleg Cúthalion on 3/2/2016 at 23:37
I'm wrapping up my thesis and preparing to move house so it's pretty busy at my end. :erg:
I can imagine that if a piece of loot is added to the inventory not by frobbing, the easiest way to go for any author would be simulating a frob with the script you mentioned. Adding loot without having an according object inside the map would require referring to an archetype. If that was the case, the script might not work unless you add an instance of said object archetype. Maybe I'm too tired right now but it seems somehow complicated.
snobel on 4/2/2016 at 19:06
From what I hear, FM authors laugh in the face of "Complicated". :p
Can you give me any hints about setting up the script to try it out? Placing unreachable loot objects for this purpose should not be a problem.
Beleg Cúthalion on 5/2/2016 at 22:23
Yeah, but you know... I'm getting old. :p The script action that could be used for adding loot without frobbing (or using the as-if-frobbed action, where you could step in) would be "add xyz instances or object type abc to the player's inventory"... or something like that. I doubt that it is used at all but I guess you can quickly check any map for it. If you find it, place the specified item -- in case it is not in the map yet -- and refer to it with the act-as-if-player-frobbed... action, thereby replacing the previous action.
LarryG on 22/7/2016 at 03:25
Back to basics question: where are the T3 resource files (textures, AIs, etc.)?
Judith on 22/7/2016 at 08:12
It should look like this: \...\GameFolder\CONTENT\T3
Although you won't find much in there if you have the game install only, as most of the resources (textures, models, scripts) is packed into .ibt files. The Editor package contains textures and all other stuff in proper folders, so you should probably check it first.
LarryG on 22/7/2016 at 12:47
Ah! I was wondering why my nice new install didn't have stuff I remembered. Thanks.
Another question, I remember moving my saved games and the other stuff from my C:\Users\Public\Documents\Thief - Deadly Shadows folder to another location, but can't find mention of that folder in my registry. What points to it?
snobel on 22/7/2016 at 17:16
You can try searching for "SaveGamePath" (as a 'value') from the root in regedit. Sometimes it's fetched from a VirtualStore location, which can be quite confusing.
If you have the Sneaky Upgrade installed for the game, the game's registry values are logged during start-up. You can find the log file in the "Thief 3 Sneaky Upgrade" start menu group.
LarryG on 22/7/2016 at 21:07
I have the Sneaky upgrade, and I have found the log file, but that doesn't help relocate the data files. It has been a few years, so I must be misremembering. I thought there was a simple change that I could make to redirect from my C: drive to another drive.
snobel on 23/7/2016 at 06:48
To move the location for savegames, edit the SaveGamePath registry value. Alternatively reinstall the SU. There's an installer option to change various paths, including the one for savegames.