MAM(MultiAlcoveManager) is mod that manage new objects (xxx_ALCOVED). When this Object is in dungeon MAM aumaticly use spawn as much child alcoves as defined.Next MAM begin manage it for insert/remove conditions and spawn particle/light/looping sound effect for inserted items.
Now MAM use there ALCOVES:
- Thorch holder - with 6 positions for logical alcoves (include function torch)
- Pile of Items - demonstrate 4 positions with insert/remove conditions
- Weapon rack - 42 logical alcoves for some weapons
- Sword rack - 40 logical alcoves for swords (8 positions in rack)
- Armor rack - 12 positions for hard piece of armour
- Sword bell - 6 positions object with special coding. I use it in testroom for open secret door by play melody on this swords.
Every of this alcoved object may be extended for next alcoves or changed(count alcoves, posittions of alcoves etc. ) of your wisches.
No problem to add new type of alcoved objects.
No problem add your specific items to definicions of alcoves.
Nexus - http://grimrock.nexusmods.com/mods/241
Dont hesitate to contact me if you want something about this mod. ( like as adding some items, alcoves, racks
Alcoves:
TorchHolder, PileOfItems, WeaponRack, SwordRack, ArmorRack

Weapon Rack with FX effect on lighting sword and rod, and fire sword

Sword rack

Armor rack

Armor rack - empty

-- added definitons for next items from standard and custom assets (flail, throwing and missile items, soft wear)
-- for soft wear I made optional construct Armer rack (some shelf - model is showed when is logical alcove is spawned)
-- added def. for items from Mine of Malan Vael and Eye of the Dragon
old versions
-- upgraded Sword Bell
-- added definitions for some custom assets from another moders
-- optimalized for too little alcoves spawned in one time.
v3
-- Fix Fx bug when game is loading
-- Adding new "funny" alcove - sword bell - ( it is use for open secret door )
-- Many minor changes
-- ( Detailed is in post below )
v2.16
-- Fix function from v2.15
v2.15
-- Adding function for automatic load ALCOVE when some object is in main alcove (for initial load rack)
v2.1
-- Rewrite from THA(Torch Holder Alcove) to MAM(Multi Alcove Manipulator) names
-- Adding FX particle to any items (position is modificated by alcove MAM_xxx.TransFx
-- prevent to Insert and Remove items in same time
-- disabled moving thru Weapon Rack - onMove party hook
-- level of MAM_timer changes level to be coresponded by party
-- new alcoves: SwordRack, ArmorRack (heavy arrmor)
Definition extended for some object from public assets (this are not included) :
grim_vsword:
http://grimrock.nexusmods.com/mods/128
some weapons fitted to weapon and sword rack
pandafox_assets:
http://grimrock.nexusmods.com/mods/225
http://grimrock.nexusmods.com/mods/226
Gold and Black armor
merethif_shields:
http://grimrock.nexusmods.com/mods/67
Some shields
Asteroth6
weaponsarmour:
http://grimrock.nexusmods.com/mods/83
corrupted weapons, Misdeed armor
akroma222:
http://grimrock.nexusmods.com/mods/238
some custom weapons and items
Phitt
Mine of Malan Vael:
http://grimrock.nexusmods.com/mods/169
many new items for racks
Drakkan
Eye of the Dragon
http://grimrock.nexusmods.com/mods/189
some custom objects

