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[Tutorial] Adding Items to a Store

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24 replies to this topic

#21
BMac

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I tried to reproduce that and couldn't get it to happen on 4.1.0. If you can provide the save game I might be able to see what's up.

#22
MaxQuest

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I am on v4.1.0. This is the save on which I could reliably reproduce it: link to google drive
And here's the link to the mod I am making, that adds the gloves to that container: link

Now the scenario is:

You start in Queen's Berth.
> run to Marihi's Metalworks
> increase Aloth mechanics enough to open that container
> check that the item (Gauntlets of Swift Action) is there

reload the save
> run to Marihi's Metalworks
> increase Aloth mechanics enough to open that container
> check that the item (Gauntlets of Swift Action) this time is NOT there (and it won't appear until you restart the game)

 
Update:

I think I've figured it out.

It's not only about current game version. It's also important on what version was the save made.
Looking at the date of that save (9 july 2018) it must be made around v1.2.0.

I have re-saved it now. And if I use this new save (made on v4.1.0), I can no longer reproduce that shroedinger effect.

Hurray :)

Edited by MaxQuest, 01 February 2019 - 12:02 AM.


#23
BMac

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That's good. I believe I know what the issue is now - I'll test it with your save and have it fixed for 5.0.0.
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#24
Bobombnik

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What are these lines? Where are the values found/generated?

	"GameDataObjects": [
		{
			"$type": "Game.GameData.ModScriptHookGameData, Assembly-CSharp",
			"DebugName": "Metalworks_ItemAdd",
			"ID": "417f4f5e-7d01-4cd6-aa9d-1f0b1d0b4be2",
			"Components": [
				{
					"$type": "Game.GameData.ModScriptHookComponent, Assembly-CSharp",
					"RunOnlyOnce": "false",
					"SucceedOnlyOnce": "true",
					"Script": {


#25
BMac

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Most of that is defining what the Game Data object is and what components it has one it, as covered by the Basic Concepts tutorial.  The last three lines are specific data for the ModScriptHookComponent and are documented in the documentation here.







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