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journeyman
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OP
journeyman
Joined: Jul 2022
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is this just a small bug to report but it seems if you pick up the same item in a different place it doesnt stack. Examples are caustic bulb, thieves tools, and many types of food.
Thanks for listening
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addict
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addict
Joined: Aug 2022
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Indeed, that bugs me as well đ
If I remember correctly, this affects certain potions (like potions of healing).
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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Yep, itâs a minor irritant but one I also hope is fixed!
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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addict
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addict
Joined: Mar 2014
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This is an issue with the handling of many inventory items that's been reported since DOS1 - would definitely be nice to see it finally fixed for all logically stackable identical items.
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old hand
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old hand
Joined: Jan 2023
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is this just a small bug to report but it seems if you pick up the same item in a different place it doesnt stack. Examples are caustic bulb, thieves tools, and many types of food.
Thanks for listening I heard this is may be unfixable because not all items have the same IDs... or something. In other words, to stack, they would need to convert one item into a new type. It's clearer with some since they don't even look identical, but... maybe give clusters a go and just convert the item when two IDs in that cluster are being stacked? I'm not a programmer, but this sounds more like a challenge than a limitation Some magic will still happen because if you stack three fish that looked different, split the pile, and now they look identical? Well, that's meme worthy. Less annoying, though. A work around may be, say, cooking food. Three cooked fish can acceptably look the same and stack.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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I heard this is may be unfixable because not all items have the same IDs... or something. In other words, to stack, they would need to convert one item into a new type. It's clearer with some since they don't even look identical, but... maybe give clusters a go and just convert the item when two IDs in that cluster are being stacked? I'm not a programmer, but this sounds more like a challenge than a limitation If that's it, it feels as though Larian should rationalise the number of different IDs they use, and agree on a convention that will be used for all healing potions, for example, rather than having different potions that look and behave the same but don't stack. It's annoying when I have to use multiple slots on my toolbar for healing potions, etc, rather than just having one slot to access all functionally interchangeable items in my inventory. As for items that I wouldn't use via the toolbar such as fish, I'm not fussed. I wouldn't be upset if Larian just decided to only use one fish ID in the game so they all looked the same, but also don't mind having different-looking fish that don't stack.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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addict
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addict
Joined: Mar 2014
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This comes across as quite sloppy, especially given how they never fully addressed the issue in DOS1 or DOS2. Larian doesn't seem to prioritize a convenient and coherent UI (see also the DOS engine "toilet chain" party linking system) for some reason, despite the fact it's the aspect of the game the player is constantly interacting with.
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veteran
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veteran
Joined: Feb 2020
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It is not minor at all to me. Inventory management is already a pain but with items not stacking properly it is even worse.
Enjoy playing with throwing weapons and have a stack of 2 javelins + 10 stacks of 1 in a characters inventory...
Last edited by Maximuuus; 25/01/23 07:27 PM.
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old hand
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old hand
Joined: Apr 2022
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addict
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addict
Joined: Aug 2017
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The same healing pots all have the same uuid. I'm sure there's an attribute, probably in root template, that determines the rules for item stacking.
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old hand
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old hand
Joined: Jan 2023
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The same healing pots all have the same uuid. I'm sure there's an attribute, probably in root template, that determines the rules for item stacking. Wow, that sounds nasty. Hopefully easier to fix, though?
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member
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member
Joined: Oct 2017
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Inventory management is the thing in tis game that needs the MOST love.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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Inventory management is the thing in tis game that needs the MOST love. I actually think itâs pretty good except a few niggles like items not stacking! I can see how folk who like everything tidy and organised hate it, but for someone like me who is comfortable with mess and prefers not to faff about with containers, it works really well. Other than shuffling stuff to deal with encumbrance and a bit of potion distribution, I basically donât bother. I can easily check available equipment just by clicking on the appropriate slot for one of my characters, and use the search/filter function for pretty much anything else. I do wish that when using the functionality to view the party inventory the tooltip told me whose inventory something was in, and that when in camp we could access everyoneâs inventories including companions not in the party, and that the contents of the travellerâs chest also showed up when searching the party inventory in camp. And that the long rest food selection dialog box also showed supplies in the travellerâs chest. But for me, this is an area of the game that doesnât need a huge amount of work. Even something like non-stacking javelins feels a relatively minor niggle to me, albeit one Iâd like fixed. Or at least itâll be minor once the known issue of the âThrowâ button filter for âThrowing weaponsâ is fixed to only show weapons with the âThrownâ property. And even now, itâs unlikely to be the case that a character is carrying so many weapons that itâs not quick and easy to spot the javelins amongst them. I can see it would be irritating if youâre opening the inventory and finding javelins to throw there, but I assume thatâs not what anyone frequently using throwing weapons would do. (Okay, I can see it would be a bit of a pain if youâre regularly passing bunches of javelins between characters, but thatâs not a scenario that Iâve yet encountered.) EDIT: That all said, I wish something would be done to address the fact you end up with tons of keys without being sure whether youâve found or opened the lock theyâre for. But I know thatâs been discussed before and is a bit off topic here.
Last edited by The_Red_Queen; 26/01/23 09:31 PM.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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member
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member
Joined: Oct 2017
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Inventory management is the thing in tis game that needs the MOST love. I actually think itâs pretty good except a few niggles like items not stacking! I can see how folk who like everything tidy and organised hate it, but for someone like me who is comfortable with mess and prefers not to faff about with containers, it works really well. Other than shuffling stuff to deal with encumbrance and a bit of potion distribution, I basically donât bother. I can easily check available equipment just by clicking on the appropriate slot for one of my characters, and use the search/filter function for pretty much anything else. I do wish that when using the functionality to view the party inventory the tooltip told me whose inventory something was in, and that when in camp we could access everyoneâs inventories including companions not in the party, and that the contents of the travellerâs chest also showed up when searching the party inventory in camp. And that the long rest food selection dialog box also showed supplies in the travellerâs chest. But for me, this is an area of the game that doesnât need a huge amount of work. Even something like non-stacking javelins feels a relatively minor niggle to me, albeit one Iâd like fixed. Or at least itâll be minor once the known issue of the âThrowâ button filter for âThrowing weaponsâ is fixed to only show weapons with the âThrownâ property. And even now, itâs unlikely to be the case that a character is carrying so many weapons that itâs not quick and easy to spot the javelins amongst them. I can see it would be irritating if youâre opening the inventory and finding javelins to throw there, but I assume thatâs not what anyone frequently using throwing weapons would do. (Okay, I can see it would be a bit of a pain if youâre regularly passing bunches of javelins between characters, but thatâs not a scenario that Iâve yet encountered.) EDIT: That all said, I wish something would be done to address the fact you end up with tons of keys without being sure whether youâve found or opened the lock theyâre for. But I know thatâs been discussed before and is a bit off topic here. Aside of the stacking one of the things that is touched on when you refer to the keys is the actual relevance of all items you can pick up. I care less about organization and more about unnecessary sprawl. I know you can tag wares but it is not very effectual if you dont actually know what is wares and what is useful. Picking up everything because it may be useful later and not selling it because it may be useful later contributes to that sprawl. Will we actually need these pickaxes we pick up? What about the tongs? The empty bottles, etc.? Send to camp is useful but it still winds up being a bit much due to the ambiguity.
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journeyman
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journeyman
Joined: Dec 2022
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Will we actually need these pickaxes we pick up? What about the tongs? The empty bottles, etc.? Send to camp is useful but it still winds up being a bit much due to the ambiguity. 80% of what you pick up is just random flavour filler - empty loot calories.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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Aside of the stacking one of the things that is touched on when you refer to the keys is the actual relevance of all items you can pick up. I care less about organization and more about unnecessary sprawl. I know you can tag wares but it is not very effectual if you dont actually know what is wares and what is useful. Picking up everything because it may be useful later and not selling it because it may be useful later contributes to that sprawl. Will we actually need these pickaxes we pick up? What about the tongs? The empty bottles, etc.? Send to camp is useful but it still winds up being a bit much due to the ambiguity. True, if the full game is going to include stuff like ropes, inkwells, hammers, empty bottles, herbs, etc that feasibly could be useful if certain systems are implemented, then I agree either those systems should be present or stuff should be clearly marked as junk. It would probably be easier to just exclude any junk items that a sensible player might think it could be useful to carry around, though that would come at the cost of at least a small amount of flavour.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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member
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member
Joined: Oct 2017
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Aside of the stacking one of the things that is touched on when you refer to the keys is the actual relevance of all items you can pick up. I care less about organization and more about unnecessary sprawl. I know you can tag wares but it is not very effectual if you dont actually know what is wares and what is useful. Picking up everything because it may be useful later and not selling it because it may be useful later contributes to that sprawl. Will we actually need these pickaxes we pick up? What about the tongs? The empty bottles, etc.? Send to camp is useful but it still winds up being a bit much due to the ambiguity. True, if the full game is going to include stuff like ropes, inkwells, hammers, empty bottles, herbs, etc that feasibly could be useful if certain systems are implemented, then I agree either those systems should be present or stuff should be clearly marked as junk. It would probably be easier to just exclude any junk items that a sensible player might think it could be useful to carry around, though that would come at the cost of at least a small amount of flavour. Yep at least offering it as a toggle can help enable play for both player types.
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addict
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addict
Joined: Oct 2020
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We need the D&D version of Fallouts Junk Jet.
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