Example: Tents that the player can set up have durability. For instance, the Small Hide Tent can be set up and torn down 10 times. The way I currently implement this is with 10 different Misc Items (for carrying them in the inventory) and 10 different Activators when "rolled up" (before they are set up), and 10 more Activators (for their in-world display once set up). This lets me associate the item directly to its durability level. So to support one type of tent with a durability of 10, I need 30 in-game objects and a lot of scripting glue to tie it all together. If I decide to create tents with even higher durability, this is going to get very unwieldy very fast.
I was wondering if anyone had come up with more inventive or better methods of tracking arbitrary data about an undefined number of items, and linking data directly back to a particular item? Scripts tied to the items themselves has always been a complete bust since the second it goes from the world into the player's inventory or vice versa, you lose your object reference ID 9 times out of 10.
Another example are Woodcutter's Axes, which in Frostfall also now have durability. I've had to create numerous duplicates of this axes as well and swap them out at particular times when the durability rating increases or decreases.
Appreciate any feedback, insight, or just general commiserating.