Neyai wrote:
I was wondering why the plushies have titles/purpose lines. They're odd, too, can't hide them inside anything. Given the number of missions/plushies, it's going to make for some pretty silly crowded conditions. Any chance of them being removed and made into normal plushies?
As well, is there a reason they aren't resizable?
I can give you a couple of answers here:
- the plushies have titles because they're essentially a trophy item, for completing a specific quest and killing a specific NPC. You didn't kill random_orc_01, you killed Emperor Fyst, and the trophy looks specifically like Emperor Fyst and is named appropriately.
- they aren't resizable because they aren't house items in the normal manner. Normal plushies are just furniture that has been "told" to look like a particular NPC appearance. However, in the case of NPCs that have multiple possible appearances (like the player races, which are vastly customizable) this doesn't work, because there's no way of telling a furniture item that it needs to have, say, black hair and a long nose, versus red hair and green eyes. There's also no way of assigning a "uniform" to furniture (what specific clothing the NPC is wearing). If we'd created these plushies in the normal way as resizable furniture, all the humanoid ones would be bald, naked, and look identical.
So, instead we made them actual character spawns that work like the guildhall amenities. When you place the Maltus Everling item in your inventory into your inn room, you're really spawning a mini Maltus Everling NPC into your house, complete with appearance customization and uniform. This is why they can't resize like normal furniture.
It's also worth noting that because you are in essence adding NPCs into your house with each automentoring plushie, they will contribute more to house lag than a normal piece of furniture. (I would therefore advise anyone with slow house loading times to be cautious before creating an army of automentoring plushies.)
Hope that answers your questions!
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