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Modding Bobby Rays Inventory[message #331959] Sun, 27 April 2014 14:01 Go to next message
OnlySolitaire
Messages:3
Registered:April 2014
Hi guys

I'm sorry if this is in the wrong place, but I am using 1.13 and Urban Chaos mods (UC113), and my question is about modding.


I want to add explosives back to Bobby Rays inventory, but I can't find any file specifically relating to BR's inventory. I have found various other new vendors, but not BR.


So what file do I need to change to allow BR to sell explosives again?
Or is it hard-coded?


Thanks in advance


NOTE: Sorry I posted this in the wrong place - should be okay now.
Re: Modding Bobby Rays Inventory[message #331960] Sun, 27 April 2014 14:20 Go to previous messageGo to next message
tais

 
Messages:812
Registered:February 2008
Location: NL
BR's inventory is handled inside Items.xml
there's two tags that handle the new and second hand amounts that BR's has available

0
0


Re: Modding Bobby Rays Inventory[message #331961] Sun, 27 April 2014 14:21 Go to previous messageGo to next message
Azure_Repeater

 
Messages:151
Registered:March 2014
Location: Philippines
Hi, and welcome to the pit! :wave:

They are defined in Items.xml, if I am not mistaken. Additionally, you can use the XML editor and edit the item availability. Wink
Re: Modding Bobby Rays Inventory[message #331963] Sun, 27 April 2014 15:05 Go to previous messageGo to next message
OnlySolitaire
Messages:3
Registered:April 2014
Thanks for the quick replies guys.

I found the 0 & 0 lines, but it says frag grenades launchers and such are already available according to both 1.13's and the basic UC's items.xml. But in the game, BR still won't sell them, which is quite perplexing...

They displayed values of 4 for the NewInventory, and 1 for the Used, which I would guess are quantities.

I think it's UC1.13 causing the issue, but I don't know how.

Nevermind, thanks for your help guys.


Re: Modding Bobby Rays Inventory[message #331964] Sun, 27 April 2014 16:52 Go to previous messageGo to next message
JMich

 
Messages:580
Registered:January 2011
Location: Greece
OnlySolitaire
I found the 0 & 0 lines, but it says frag grenades launchers and such are already available according to both 1.13's and the basic UC's items.xml. But in the game, BR still won't sell them, which is quite perplexing...
Do you have enough progress for the items' coolness level?
Re: Modding Bobby Rays Inventory[message #331965] Sun, 27 April 2014 17:35 Go to previous messageGo to next message
Azure_Repeater

 
Messages:151
Registered:March 2014
Location: Philippines
On which folder did you change Items.xml? Data-UC1.13? Data 1.13? Data-UC? or somewhere else?
Re: Modding Bobby Rays Inventory[message #331970] Mon, 28 April 2014 03:29 Go to previous messageGo to next message
OnlySolitaire
Messages:3
Registered:April 2014
Don't worry, I sorted it out now. I forgot about the coolness thing, it's been a while since I played, and it slipped my mind that would be stopping them being sold.

Thanks for the help guys.
Re: Modding Bobby Rays Inventory[message #332121] Fri, 02 May 2014 23:49 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
I'm messing around with Bobby Ray's, too ^^ No UC, just regular 1.13. So I'm editing the items.xml in Data-1.13, right? Total n00b over here...

My questions:

1. What exactly does do?
2. What does mean?
3. Will changes in the items.xml affect running campaigns?
Re: Modding Bobby Rays Inventory[message #334273] Wed, 16 July 2014 21:15 Go to previous messageGo to next message
Parkan

 
Messages:440
Registered:April 2010
Location: Russia,Sevastopol

I don't want to create another topic about BR inventory and i want ask something:
Is it possible to remove\disable BR completly?So if i wan to play without using BR and use only Arulcos merchants?
Re: Modding Bobby Rays Inventory[message #334274] Wed, 16 July 2014 21:27 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
rummtata
I'm messing around with Bobby Ray's, too ^^ No UC, just regular 1.13. So I'm editing the items.xml in Data-1.13, right? Total n00b over here...

My questions:

1. What exactly does do?
2. What does mean?
3. Will changes in the items.xml affect running campaigns?
1. Merchants will never buy this item, but will sell it whenever they have it, as they want to get away from it.
2. Hidden attachments are not shown on an item.
3. Yes. It will take a while for Bobby Rays to refresh though.
Parkan
I don't want to create another topic about BR inventory and i want ask something:
Is it possible to remove\disable BR completly?So if i wan to play without using BR and use only Arulcos merchants?
Doesn't seem like that in singleplayer... you could just not visit the site, or set shipping coordinates to something inaccessibl.e


Re: Modding Bobby Rays Inventory[message #334276] Wed, 16 July 2014 22:50 Go to previous messageGo to next message
Parkan

 
Messages:440
Registered:April 2010
Location: Russia,Sevastopol

Flugente
Doesn't seem like that in singleplayer... you could just not visit the site, or set shipping coordinates to something inaccessibl.e


It very temptating to not use BR.If there is was an option in start of the game(or in ja2_option.ini)to turn this on\off,without much xml editing every time of new release.
Re: Modding Bobby Rays Inventory[message #334277] Wed, 16 July 2014 22:50 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
Or U use BR and sent the shipment to Bagdad




Edith: "Gorro once played without mines - to resist the temptation he shot the head miners at first sight" :axe:
Re: Modding Bobby Rays Inventory[message #334282] Thu, 17 July 2014 09:43 Go to previous messageGo to next message
JMich

 
Messages:580
Registered:January 2011
Location: Greece
Parkan
It very temptating to not use BR.If there is was an option in start of the game(or in ja2_option.ini)to turn this on\off,without much xml editing every time of new release.
Take Gorro's advice. From what I recall, if both Pablo and his replacement are dead, there is noone to take the shipments, thus no shipments will arrive. I'm not sure if that part of the code was disabled, so it should work.
Re: Modding Bobby Rays Inventory[message #334283] Thu, 17 July 2014 10:18 Go to previous message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
@ JMich

nope it only takes longer to get the stuff but the rate of missing items is much lower (this is the case since true vanilla)

I always have both on my to kill do list, also the old guy in Estoni
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