Simply put: i know -theoretically- how to make one…but i blew up my mod last time i tried. so i’d suggest the following idea in the hope that someone less clumsy then me could make one
item description: wall mounted decorative container, that holds 1 item. imput bin style. make it accessable quite a bit down so hearthlings can “reach up” and access it, even though its on a wall.
make new catagory that holds only shields. for this specific inmput bin/hook.
and the tricky part: make the item inside the “box”(our hook) show up, hanging on the hook (kind of like the normal imput bins have those small versions of items inside them? but full scale this time.)
net effect would give a decorative hook you could put on the wall, and if you have a leftover shield it would be hung on the wall. as soon as more combat classes are made that need a shield? they take it off the wall.
and if its not needed, its a nice piece of decoration! (might be fun for multiplayer too, giving people your races version of a shield as a gift so they can hang it)
main advantage of this over just making a decorative item that -looks- like a shield is no clutter, no extra models needed beyond a tiny hook, and infinite scalabillity: even if you add more shields, they can all use the hook.
Yeah I have one of those lists aswell
Was glad enough that i succesfully stuffed the stab animation into the ace mod for the stabby weapons (and into my own mod aswell while I was at it lol)
on that note, should totally beg @No_Name to make more cool animations to add to stuff
ohh god whyyy? hahahahahha just send a request and i’ll try to make something xD
btw, i was thinking about something like the hanger but to store/display armor (ground based)
and, it(i) was a complete failure xDDDDDD
@max99x: I was looking for this, trying to use supply shelves as a reference, and for the life of me I could not find where the bones were set up for the model, which are used in the storage renderer
am i correct in guessing pos would be position in XYZ, rot being rotation (somehow)
and SCA being scale? (this one working different from the scale command so 1 = full scale here instead of 0.1? )
That doesn’t sound so hard, honestly
I’ve been doing a lot of containers that show items (the glass ones, the drying rack for pelts, etc) and I guess I could give this a try if no one else is already at it
Well, I know about that one, I was going to make grapes and a grape vine… And then I went for a small drive and visited the I laws with the gf. Such is life hehehe
Right now I am staring at this code. It looks like, unless I want to override that entire file (which feels like overkill for a simple “random decorative item” mod) then list of GUI’s a storage container can have is hard coded
I assumed that each of these zone_modes would have a URI and so could be easily added/modifed, but apparently not. I could also investigate monkey patching this file, but monkey-patching JS is often impossible because of the way closures work (unless they’ve designed it with monkey patching in mind)
zone_mode.js
_examineEntity: function(entity) {
if (!entity && this._propertyView) {
this._propertyView.destroyWithoutDeselect();
self._propertyView = null;
return;
}
var viewType = null;
if (entity['stonehearth:player_market_stall']) {
viewType = App.StonehearthPlayerMarketStallView;
} else if (entity['stonehearth:storage'] && entity['stonehearth:storage'].is_public) {
// TODO: sigh, the above is probably wrong, but highly convenient.
viewType = App.StonehearthStockpileView;
} else if (entity['stonehearth:farmer_field']) {
viewType = App.StonehearthFarmView;
} else if (entity['stonehearth:trapping_grounds']) {
viewType = App.StonehearthTrappingGroundsView;
} else if (entity['stonehearth:mining_zone']) {
viewType = App.StonehearthMiningZoneView;
} else if (entity['stonehearth:shepherd_pasture']) {
viewType = App.StonehearthPastureView;
}
if (viewType) {
this._showZoneUi(entity, viewType);
} else {
if (this._propertyView) {
this._propertyView.destroyWithoutDeselect();
self._propertyView = null;
}
}
},