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Information on how gold and loot deposit containers function

Bioblade

New member
I've been using the CK to make some light mods for convenience purposes and have been looking into if it would be possible to move the gold and loot deposit strongboxes and chests from the various holds into an interior cell. From what I've gathered (as a very new modder), the strongboxes that are visible are activators that point to a nearby separate hidden, invisible 'strongbox' container that likely is the actual container inventory displayed to the player, presumably similar to how merchant chests work in vanilla, but not directly interactable in-game. The same can be said for my observations on the loot deposit containers. Sadly, there's more to it than placing a duplicate of an activator and it's corresponding hidden container in the same cell. I'd be completely lost doing any kind of reverse engineering with scripts, so I thought it'd be better to ask here. Any information on how containers function from a scripting standpoint or advice on how to have them function within an interior cell would be appreciated.
 
Solution
The easiest way I can think to do it, would be to set the Activate Parents on each of your containers to point to the invisible kgcEEC_StrongBoxHidden containers we have at each of the camps.

In theory, that should relay the activation players do on your items to the actual underlying container that holds the money. We use an invisible one because each level of the outpost could have a different graphic for their strong box activator - so we're already using a proxy system like you're suggesting.
The easiest way I can think to do it, would be to set the Activate Parents on each of your containers to point to the invisible kgcEEC_StrongBoxHidden containers we have at each of the camps.

In theory, that should relay the activation players do on your items to the actual underlying container that holds the money. We use an invisible one because each level of the outpost could have a different graphic for their strong box activator - so we're already using a proxy system like you're suggesting.
 
Solution
Thanks for the reply. I had tested out potential solutions involving the activate parents feature after you mentioned it, and did some research online involving it, and found that the tool is bugged when directed at containers, sadly making the tool nonfunctional in this scenario.

While I would've gone deeper to learn to code to remotely activate a container through manual scripting, I decided that it probably wasn't worth it just to preserve outpost functions that I wouldn't be using anyways. I instead went with the dumb but effective method of just ripping the gold and item hidden containers from each outpost, slapping base game strongbox and chest meshes onto them, and then throwing them on shelves in the LotD Safehouse. 1000903920.jpg20250616134020_1.jpg
This comes with the disadvantage of the visible chest and strongbox/safe at outposts being nonfunctional, but I'm otherwise happy with how this came out considering I managed to avoid learning to code yet again.

I'm going to be spending a bit of time testing the patch out to make sure that nothing important aside from the above breaks with this, but after I'm done I'd like to share it. I'm assuming there's others who use LotD who'd want to play with this, at least. I know Nexus wouldn't allow this on their site. Is there any site you'd recommend or prefer for me to host this at?
 
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