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objPos.y = objPos.y * globalScaleFactor + 0.1
Here's how you can make any object into a memory bag:
- (A) Use this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2302198936
- (B) Right click on a Custom Model (custom models only, doesn't work on tiles/tokens/etc.) > Custom > (select "Bag" at the bottom)
- Spawn a Memory Bag into the game.
- Right Click (on your *custom* bag, not the memory bag) > Scripting > Scripting Editor
- Wait a moment for the scripting window to pop up.
- Your custom bag's script will be selected. It should be empty.
- Click on the Memory Bag to switch to its script.
- Copy the whole script.
- Click on your custom bag to switch to its (currently empty) script.
- Paste the whole script.
- Click "Save & Play" (WARNING: You must be inside of a "saved game" for this to work. Otherwise it will complain that it can't save.)
As far as I can tell, the Utility Memory Bag isn't able to do it.
Until this feature is added, I found two other bags in the workshop that look like they can do what you're asking:
- https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1347434285
- https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1966767669
(1) https://github.com/sunflowermans/TTS-UtilityMemoryBag/blob/master/UtilityMemoryBag.lua#L309-L313
(2) https://github.com/sunflowermans/TTS-UtilityMemoryBag/blob/master/UtilityMemoryBag.lua#L683-L692
In case you or anyone reading is unfamiliar with scripting, "commenting out" in TTS means to put "--" at the start of each line that you want to "turn off".
You can open up a bag's script by right clicking the bag and clicking "Scripting" > "Scripting Editor". That opens a pop-up window showing the bag's script. I recommend copy-pasting the code into a text editor like Notepad or Notepad++ so you can search for the specific lines that you want to comment out. Then paste it bag into the TTS window and click "Save & Play".
I hope this helps! It sounds like a lot, but it's fast once you've done it the first time.
TLDR: Convert an object into a bag, then copy & paste a Utility Memory Bag's script onto the object.
Steps:
1. Load an existing save. (Or create a new game, save it, then load it).
2. Spawn a Utility Memory Bag.
3. Right click on the custom object (i.e. custom 3d model) that you want to transform into a Utility Memory Bag. Click "Custom" (at the top) > Select "Bag" (at the bottom) > Click "Import".
4. Right click on the same object > Click "Scripting" > Click "Scripting Editor" > Wait a moment for the scripting window to pop up. Note: your custom object's empty script will be selected in the script editor.
5. Copy & Paste all the text from the Utility Memory Bag's script into your custom object's empty script.
6. Click "Save & Play" (top left of the pop up window).
7. Profit!
Note: Check out the "Make Anything a Bag" mod if you want to use a token/tile as the bag instead of a 3d model.
https://github.com/sunflowermans/TTS-UtilityMemoryBag/blob/ed492b9c68dd25c6a607782fe2f3648614f79739/UtilityMemoryBag.lua#L276
Here's the script:
players = {"White", "Pink", "Orange", "Green", "Blue", "Teal", "Yellow", "Red", "Brown", "Purple"}
none = {}
function onload()
self.setInvisibleTo(players)
end
If you really want to have one bag with two buttons then you could modify the bag's script to accomplish it.
The short answer is yes, the meaningful answer is you need to poke around in the code changing values.
I did a similar thing in this mod top the "boxes" and the "folders" that are placed from them
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2461320101
Is there a way to get Memory Bag functionality out of another (non-bag-looking) object? I tried cutting and pasting the script onto my object, and while it technically worked, the presentation was awful. Things like the "Setup" button being too far away, scaling badly with the object's scaling, etc.
I was unable to find a way to point the default bag image towards a different mesh.
Any other suggestions?
Thanks!
I did an extensive deep dive but wasn't able to find the root cause and fix it.
I found a workaround for now -- simply "lock" the memory bag before you click "Setup", and unlock it after you've clicked "Submit"/"Cancel"/etc.
I opened an issue on GitHub to track this: https://github.com/sunflowermans/TTS-UtilityMemoryBag/issues/7
Hopefully the feature can go live this week.
Then replace all "bagObj.guid" with "bagObj.GUID"
Apparently this issue is "network" wide for anything using memory bags. Arkham LCG, Dice Throne, etc.
sounds like you have a number of things to look at potentially and I don't want to spam the mod page here.
Thanks thats awesome...
I'm now having an issue at moment though (with this original bag)...
I currently have 6 bags set up with "dungeon layouts" and when i put then in the bag and then out the bag etc... It works ok for me but the other players have items missing...
If they host the game it works but then I'm missing the parts from the dungeon...
any clues as to why this happens?
You can then upload your own image to the game box.
Love this... Really well done, and thank you very much :)
but is there anyway we could change the Bag to an Icon or Object....
Id love to make a card (for example) with a picture of Mission 1 on it and you click that to open mission 1.... then another card with Mission 2 etc.... so you can just look at the picture and you will instantly know which one is which....
because at the moment it looks like il have to put down 20 Bags lol
https://github.com/sunflowermans/TTS-UtilityMemoryBag/pull/1
Raw file:
https://raw.githubusercontent.com/michael-c-123/TTS-UtilityMemoryBag/master/UtilityMemoryBag.lua
Personally I've added these two to my bags:
```lua
Config = {}
-- If true, will broadcast a message to all players when the objects are placed or recalled.
-- This is the default behavior of Utility Memory Bag.
Config.BROADCAST_WHEN_OBJECTS_PLACED_OR_RECALLED = false
-- If true, the Setup and Move buttons will be visible.
-- This is the default behavior of Utility Memory Bag.
-- You should turn this off before publishing your mod, to keep things simple for your users.
Config.ENABLE_SETUP_BUTTONS = false
```