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Unique Containers v3


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#21 Miloch

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Posted 21 October 2009 - 08:02 PM

In the DL location the file still says containers_v1. Is it a v1 and you just forgot to rename it or is it v2?

It is still v1 because I'm still working on the v2. It was pretty much ready to go, but I stumbled across these little tidbits in the BWP, so that means 54 new translation strings, 54 new BAMs and I ran out of unique colours a while ago :(. Luckily, there aren't any bags of holding in that batch, which seems to be what everyone and their little brother wants to put in their mods.

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#22 Hoppy

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Posted 21 October 2009 - 09:08 PM

Edit2: Actually, it appears to be the same CRE, with the same footlocker. Well, sort of - the cb4287mj.cre that appears in ar4287 offers to give the footlocker *back* to the PC that he took from him earlier. So I'm assuming he's supposed to be the same as the cbsoumjr in ar4286. So all that's really necessary here is to change cbsoumj1.dlg to use GiveItemCreate since cb4287mj.dlg already does.


Thank you for your quick reply :cheers: and you are correct in that they are the same "character." The footlocker is used to put all of the party's gear in since they have to use Soubar's special purple armor :crazy: and weapons while they are lower ranks. If any items are not put into the container, they will be gone forever with the exception of NPC non-removable items. Once the party reaches lieutenant or something, they get the footlocker back. CBSOUMJR gives the initial footlocker and destroys it when he receives it, thus no exploited pickpocketing for the full footlocker. Later he will give the party CBTRVBAG (GiveItemCreate) which is a prestocked bag of holding with supplies. The other, CB4287MJ returns the foot locker later at the appropriate time in the quests.

The quirk I think was that not all items would be included on the bag's return and I have noticed this in other "removing bags and giving back" uses. If the bag is set to infinite with a tweak and has +100 items and then removed/taken for a period of time (like here), when it is given back it will only have 100 items, the first 100 that were in the bag when the party first gave it away.

I removed the footlockers from their inventories to prevent duplicate container bugs, because I thought they used GiveItemCreate instead of GiveItem. Meaning you could kill or pickpocket them for another footlocker (which is really the *same* one accessing the same store). But now that I look at it further, this whole thing is pretty buggy, because they use *both* GiveItem and GiveItemCreate in their dialogues.

Also, I wouldn't worry about pickpocketing the footlocker and if the player does, they will know what it is for when they reach that point and won't get a second one the first time. As far as killing them, well the Majors have a MINHP1 and can't be killed :rolleyes: Can you restore the creatures back for your next version? The BAMS are great that you used :coolthumb:

Edited by Hoppy, 21 October 2009 - 09:19 PM.

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Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
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Posted Image The Definitive Guide to Trolls

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There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#23 Miloch

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Posted 21 October 2009 - 09:40 PM

The quirk I think was that not all items would be included on the bag's return and I have noticed this in other "removing bags and giving back" uses. If the bag is set to infinite with a tweak and has +100 items and then removed/taken for a period of time (like here), when it is given back it will only have 100 items, the first 100 that were in the bag when the party first gave it away.

There's a fix for this in the next version. If a container has a capacity of 0 (supposedly "bottomless") then it gets set to 65535 - the maximum value for that field (something like this). But I don't know if that works - do you still notice the cap of 100 without the "bottomless" tweak? I think the default capacity of that container is 1000.

I wonder if this has ever happened to anyone when selling stuff to normal stores, since their capacities are all zero by default. Though I suppose they'd have to sell over 65,500 items to notice it perhaps :blink:.

Also, I wouldn't worry about pickpocketing the footlocker and if the player does, they will know what it is for when they reach that point and won't get a second one the first time.

Well, actually they can get a duplicate, so it's buggy. They can pickpocket the second major and still get the footlocker back (since he uses GiveItemCreate to make a another one), thus creating two of them with the same inventory. Part of the goal of this mod is to get rid of those sorts of bugs, whether in the original game or with mods. Moreover, they can pickpocket the first major and when he *says* he's giving them a locker, he doesn't, because he no longer has it. Another bug, but a lesser one. It's all fixable in the way I described - I just didn't finish it properly in the last version. Also, this fix will do nothing if you or someone else decides to fix it in SoS at some point.

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#24 Hoppy

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Posted 21 October 2009 - 10:02 PM

Part of the goal of this mod is to get rid of those sorts of bugs, whether in the original game or with mods. Moreover, they can pickpocket the first major and when he *says* he's giving them a locker, he doesn't, because he no longer has it. Another bug, but a lesser one. It's all fixable in the way I described - I just didn't finish it properly in the last version. Also, this fix will do nothing if you or someone else decides to fix it in SoS at some point.


I understand you better now about the duplicates. I think it makes sense for your mod to change the dialogs since it would be installed last or after Soubar and I don't know when a new update for SOS will come. Since the original usage in SOS had no destructive or glaring issues, I think it can stay the same and Unique Containers can patch it.

There's a fix for this in the next version. If a container has a capacity of 0 (supposedly "bottomless") then it gets set to 65535 - the maximum value for that field (something like this). But I don't know if that works - do you still notice the cap of 100 without the "bottomless" tweak? I think the default capacity of that container is 1000.


I will look into this more but I noticed it with many bags from the stock game and mods that were taken away like in BP's "remove gear in Spellhold". Bags were taken and put into a container and when they were retrieved they would have 100 items only and definitely missing things. I thought it was similar here with SOS but it may have been something from SOS non-weidu before KD changed some stuff. He puts a hint in-game in the current versions not to put everything in the footlocker if you value getting it back or something. Will try to run a test with the stock footlocker without a capacity tweak and let you know.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#25 Miloch

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Posted 25 October 2009 - 12:17 AM

Unique Containers is updated with the following changes:

Version 2: 25 Oct 2009
- Fixed and enhanced the Shadows Over Soubar patch
- Fixed bag/store bug on Paddy Stoutfellow in Check the Bodies
- Reversed Spellhold Gauntlet bag fix as it is now included in that mod
- Enhanced compatibility with Classic Adventures
- Added compatibility for more mods (Bellina's Bags, Bolsa, Charli, Mersetek and Mystigan)
- Added Spanish translation; updated other translations
- Added fix for buggy "bottomless" bags

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#26 Shaitan

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Posted 25 October 2009 - 11:06 AM

Nice

#27 White Agnus

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Posted 30 October 2009 - 06:02 AM

Hi,
I found a bug, if Region of Terror is and SPItems is not installed...

In the t-store_fixes.tpa you check for bag04b.sto if SPItems is installed, Region of Terror have that file too and the Installation fails if SPitems is not installed, because bag04c.sto is not in Game...

How about checking for bag04c.sto to find out if SPItems is installed?

Regards
White Agnus

Edited by White Agnus, 30 October 2009 - 06:02 AM.


#28 Miloch

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Posted 30 October 2009 - 06:16 AM

How about checking for bag04c.sto to find out if SPItems is installed?

Nah. That'd never work.

(You seem to have this remarkable talent for finding bugs that've already been found... :huh:)

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#29 White Agnus

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Posted 30 October 2009 - 06:46 AM

How about checking for bag04c.sto to find out if SPItems is installed?

Nah. That'd never work.

(You seem to have this remarkable talent for finding bugs that've already been found... :huh:)


Oh, excuse me. :)
I didn't know, that you have already fixed it... :D

#30 prowler

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Posted 11 November 2009 - 09:14 AM

Here is the russian translation from Aerie.ru & prowler

http://forums.aerie....ile.php?id=1935

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#31 Miloch

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Posted 30 November 2009 - 10:31 PM

Sigh. Modders and their damn containers. Like there aren't enough in the game already :P.

I need the following strings translated into French, German, Italian, Spanish and Russian.

@128 = ~Dark Gem Bag~
@243 = ~Dark Scroll Case~
@342 = ~Dark Bag of Holding~
@447 = ~Dark Ammo Belt~
@532 = ~Dark Potion Case~

Yes, I am getting increasingly lazy and unimaginative. These are a black/grey colour. Hopefully I won't find any more...

Edit: .tra numbers inserted

Edited by Miloch, 01 December 2009 - 02:34 AM.

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#32 prowler

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Posted 30 November 2009 - 10:53 PM

RUSSIAN:



~Темная сумка для самоцветов~
~Темный ящик для свитков~
~Темная сумка хранения~
~Темный ремень с боеприпасами~
~Темный ящик для зелий~

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#33 Miloch

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Posted 30 November 2009 - 11:05 PM

~Темная сумка для самоцветов~
~Темный ящик для свитков~
~Темная сумка хранения~
~Темный ремень с боеприпасами~
~Темный ящик для зелий~

OMG, more Russian spam! Heh, just joking.

Would you mind zipping and attaching a text file with the translations? Or just update your existing .tra file. Because I don't think Cyrillic characters get converted properly when just copied as-is. When I look at the existing file, I see stuff like this:

@339 = ~ ~
@340 = ~ ~
@341 = ~ ~

Somehow I think that gets converted into proper Cyrillic.

Also, I see you did not translate the colour "burgundy" in the existing translation (@308 = ~Burgundy ~). It is a red-wine type of colour, if that helps.

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#34 Chevalier

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Posted 30 November 2009 - 11:08 PM

We should make a new rule " If a modder adds a new container(s) to the game they have to name it!" Like a 'Red Dargon Skin Bag' or 'Unicorn Quiver'.
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#35 Chevalier

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Posted 30 November 2009 - 11:47 PM

I don't think you should change anything, but Burgundy is an interesting case. Really in the Forgotten Realms they would not know what you mean. Burgundy is a place name in what is now France which made red wine called by some 'Burgundy' (because thats were it comes :wacko: ) and later it was cooler to call the color 'Burgundy' than 'a colour like red wine'. This shows how language from our world leaks into a fantasy world.

So how should a Russian (or other) translate the word burgundy? When using it to refer to the color should they use descriptive words for the color or the translation for the place name? Our French friend are very concerned about the flow and 'poetry' of language so they would pick something that flows. Other languages where Burgundy is meaningless a more descriptive world should be used? For a fantasy setting how would Burgundy read to the player, flow well or seem out of place?


Just seeing the the need to translate the world made me think about it. :blink:
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#36 prowler

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Posted 30 November 2009 - 11:53 PM

Here russian tra. But I dunno number of lines.
See new lines at the end of file.

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#37 prowler

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Posted 30 November 2009 - 11:57 PM

I don't think you should change anything, but Burgundy is an interesting case. Really in the Forgotten Realms they would not know what you mean. Burgundy is a place name in what is now France which made red wine called by some 'Burgundy' (because thats were it comes :wacko: ) and later it was cooler to call the color 'Burgundy' than 'a colour like red wine'. This shows how language from our world leaks into a fantasy world.

So how should a Russian (or other) translate the word burgundy? When using it to refer to the color should they use descriptive words for the color or the translation for the place name? Our French friend are very concerned about the flow and 'poetry' of language so they would pick something that flows. Other languages where Burgundy is meaningless a more descriptive world should be used? For a fantasy setting how would Burgundy read to the player, flow well or seem out of place?


Just seeing the the need to translate the world made me think about it. :blink:


I just forget to translate at the first time.
I have translate "burgundy". All ok.

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#38 Miloch

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Posted 01 December 2009 - 02:52 AM

We should make a new rule " If a modder adds a new container(s) to the game they have to name it!" Like a 'Red Dargon Skin Bag' or 'Unicorn Quiver'.

Yeah and not just that but they should make new icons, which are the real pain. Not that anyone's going to follow that rule. Some modders are just lazy, and copy an entire existing store wholesale, duplicate/bugged containers and all, without changing much of anything. What's the point?

I don't think you should change anything, but Burgundy is an interesting case. Really in the Forgotten Realms they would not know what you mean... For a fantasy setting how would Burgundy read to the player, flow well or seem out of place?

Well sure, if it were just a place-name from Earth, that would be out-of-place in the FR (though you still get a lot of that, like Moray in the "Scottish" part of the Moonshaes and Snowdown in the "Welsh" part). But we mean the colour of course, not the place or the wine, and it is probably closer to that colour (at the bottom of this page) than any others. Though "carmine" and maybe "maroon" come close (we might already have a maroon though). It has been in English for some time, and most other languages (and I suppose whatever the Faerunian common tongue is) have a similar word for the colour (look at the "languages" at the lower left of that page for example).

Here russian tra. But I dunno number of lines.

Cheers, I updated it and indicated the .tra numbers above for other translators. No need to update this in the Russian setup.tra - I already did. But I probably don't need the full setup.tra files for other languages, just the new strings.

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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#39 Graoumf

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Posted 01 December 2009 - 10:50 AM

Hi Miloch,

Here is in french:

@128 = ~Sac gemmes de couleur sombre~
@243 = ~Etui parchemin de couleur sombre~
@342 = ~Sac de contenance de couleur sombre~
@447 = ~Ceinture de munitions de couleur sombre~
@532 = ~Bote potions de couleur sombre~


:)

#40 Miloch

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Posted 01 December 2009 - 08:36 PM

Here is in french:

Cheers, I just need German and Italian now. I am guessing for now... someone can always change them later.

@128 = ~Dunkelgrauer Edelsteinbeutel~
@243 = ~Dunkelgrauer Schriftrollenbehlter~
@342 = ~Dunkelgrauer Nimmervoller Beutel~
@447 = ~Dunkelgrauer Munitionsgrtel~
@532 = ~Dunkelgraue Trnketasche~

@128 = ~Sacca di Gemme Oscura~
@243 = ~Custodia delle Pergamena Oscura~
@342 = ~Borsa Conservante Oscura~
@447 = ~Cintura delle Munizioni Oscura~
@532 = ~Astuccio per Pozioni Oscuro~


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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"My definition of an intellectual is someone who can listen to the William Tell Overture without thinking of the Lone Ranger." -Billy Connolly




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