Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#616715 20/09/17 09:03 AM
Joined: Sep 2017
M
apprentice
OP Offline
apprentice
M
Joined: Sep 2017
It would be neat to be able to disable items, much like characters, so that, for instance, the GM wouldn't have to navigate to find levers, prompt a perception check, then place and orient said lever. Just click, click, and ta-da... lever would be much simpler. Or a chest, or pouch, heck, hide a huge table if ya want. It would be pretty neat, that's all I'm saying.

Joined: Sep 2017
X
stranger
Offline
stranger
X
Joined: Sep 2017
I upvote this totally !

Joined: Jul 2017
W
enthusiast
Offline
enthusiast
W
Joined: Jul 2017
Espically for turning off traps.

Joined: Sep 2017
S
stranger
Offline
stranger
S
Joined: Sep 2017
I was hoping for something like this. One of the things I wanted to include was hidden piles of sand that need to be dug up.
Sadly, I can't find the sand pile objects, nor are their any 'dig' interactions in GM mode (unless I'm being blind). Still, having hidden sand piles that are just containers would also work nicely.

If toggling the object to be displayed gave that same kind of sheen/glow animation in the single player, that would be useful.

Joined: Jul 2017
W
enthusiast
Offline
enthusiast
W
Joined: Jul 2017
The hidden objects require the editor unfortunately.

Joined: Sep 2017
S
stranger
Offline
stranger
S
Joined: Sep 2017
Ahh butts. Ty for the info.

Oh well. Looks like I'm going to have to try getting my hands dirty then. Used to love digging around in map building tools for things like Starcraft/Warcraft 3, so if similar functionality exists then I'll be excited to give it a go.

Joined: Jun 2017
Location: Idaho
S
enthusiast
Offline
enthusiast
S
Joined: Jun 2017
Location: Idaho
I thought we could do hidden objects right in GM mode? Can't we just 'de-activate' objects and it makes them invisible to the players? Then right click and 'activate' them to make them show up? I do this in my campaign and it works fine. I know you can do it with creatures. I'd image you can do it with levers, chests, traps, you name it.


GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
Joined: Jul 2017
W
enthusiast
Offline
enthusiast
W
Joined: Jul 2017
Nope can't disable traps etc only creatures.

Joined: Sep 2017
R
stranger
Offline
stranger
R
Joined: Sep 2017
Adding my +1 to this. Disabled objects are a must.


Moderated by  gbnf, Monodon 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5