It wasn't the first time I've noticed that the amount of inventory items (e.g. the healing quartz flasks, the Tome of Power, Shadowsphere, Timebomb of the Ancients etc.) drops to one piece in Heretic when I proceed to the next map.
Those who played the fantasy-themed FPS game in the mid-90s may not have been bothered by the decrease in the inventory items, but I’m quite bothered that one piece is available from the items for the next map.
Is there a way to prevent a drop within the Inventory interface when loading the next level?
I mean there would be any commands or mods which preserves the inventory items, right?
Heretic inventory mechanic and it's interesting thing
Re: Heretic inventory mechanic and it's interesting thing
I don't know of any commands other than directly giving yourself the items back.
You could however redefine all those items and give them the Inventory.InterHubAmount property.
That property means how many items are kept between levels.
By default it's 1, but if you raise it to 10, then 10 items will remain after moving through levels.
Edit: Example used with ArtiHealth from the wiki.
I don't really play Heretic, so I don't know what's the max amount in it, so just set it to that.
All item classes can be found here.
You could however redefine all those items and give them the Inventory.InterHubAmount property.
That property means how many items are kept between levels.
By default it's 1, but if you raise it to 10, then 10 items will remain after moving through levels.
Edit: Example used with ArtiHealth from the wiki.
Code: Select all
ACTOR ArtiHealth2 : ArtiHealth replaces ArtiHealth
{
Inventory.InterHubAmount 25
}
All item classes can be found here.
Re: Heretic inventory mechanic and it's interesting thing
Can probably be patched in with an event handler.
- StroggVorbis
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Re: Heretic inventory mechanic and it's interesting thing
Here's a simple mod that lets you keep your items when exiting a level. Works only with Heretic.
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KeepHereticArtifacts.pk3
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- NeuralStunner
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Re: Heretic inventory mechanic and it's interesting thing
Should be simple enough to go the other direction, too, and take all of them. IMO it's better for the game's overall balance.