x0_o2_anyuniq Error
XanderDrax
Member Posts: 1
I'm trying to use the SOU loot system in the module that I've been working on and have ran into an issue use the Unique item option.
I've created an area and a module-level treasure container using the items from the toolset palette to ensure proper naming and populated those changes. Mod level chests are in an area named _base to avoid player interaction and the area level chest is located in an inaccessible location of the area. Both chests have been populated using different items to test what chest items are being pulled from.
After creating a lootable chest, I've assigned it the x0_o2_anyuniq script on both in OnDeath and OnOpen. However, the chests never populate. After some testing I've narrowed down the issue to just the UNIQ portion of the loot system as the low, med, and high portions of the system still work. I found one obscure reference in my searching that the patch in Dec 2019 may have broken x0_o2_anyuniq but have been unable to find anything other than that one reference.
1) Is this a known issue?
2) If this is a known issue is there a workaround or fix someone could point me to?
3) If this system is known broken with no workaround, does anyone have any suggestions on a loot system similar that would be a good replacement?
I've created an area and a module-level treasure container using the items from the toolset palette to ensure proper naming and populated those changes. Mod level chests are in an area named _base to avoid player interaction and the area level chest is located in an inaccessible location of the area. Both chests have been populated using different items to test what chest items are being pulled from.
After creating a lootable chest, I've assigned it the x0_o2_anyuniq script on both in OnDeath and OnOpen. However, the chests never populate. After some testing I've narrowed down the issue to just the UNIQ portion of the loot system as the low, med, and high portions of the system still work. I found one obscure reference in my searching that the patch in Dec 2019 may have broken x0_o2_anyuniq but have been unable to find anything other than that one reference.
1) Is this a known issue?
2) If this is a known issue is there a workaround or fix someone could point me to?
3) If this system is known broken with no workaround, does anyone have any suggestions on a loot system similar that would be a good replacement?
0
Comments
So the portion that handles Unique loot is in x0_i0_treasure
This is lines 834 to 864:
Double check to see if your code matches.
If it does then maybe it's something else.
Is the module wide unique container tagged "X0_MOD_TREASURE_UNIQ"?
Is it set to usable with an inventory?
Something has changed with the way CopyObject works.
In x0_i0_treasure around line 868 It's using the location of the item in the base chest. Now it says that should be ignored, but it's not. Maybe it's throwing an internal error because the item is in an inventory. Not sure.
Anyway, I was able to get it to work by changing that line to use the location of the chest the user just looked in: It should also work if you change it to the location of the player that open/destroyed the chest.
I did a lot of testing, and changing to either of those locations works for opening and destroying chests.