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How exactly do leveled items work?


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This started as a question, but as I have it figured out now so I'll just post how I did it, it's actually pretty simple.

I want synths to wear different armors based on both player's level and a probability % chance.

So the first thing to do is change the synth outfits to all use my "master" leveled list.

To set up the master list:
Note: My armor sets do not use "armor pieces". It uses a single item that takes up every slot except the head + a helmet. 2 items per outfit. This will be A LOT more complex if you're trying to do it with sets made up of separate pieces, but this can still be used as a base.

Calculate from all levels <= PC's level is the only box checked.
Chance None: 0
(the above may be different for you, depending on what you're trying to do.)

All items have: Count 1, Chance None 0.

Level 1: Basic Armor Leveled List (BA)
Level 20: Heavy Armor Leveled List (HA)
Level 30: Unique Armor Leveled List 01 (UA1)
Level 35: Unique Armor Leveled List 02 (UA2)
Level 40: Unique Armor Leveled List 03 (UA3)
Level 50: Unique Armor Leveled List 04 (UA4)


The Uniques are very similar so I will only go over BA, HA, UA4.

Basic Armor Leveled List

NO BOXES CHECKED


All items level 1, count 1, chance none 0.

Level 1: Trooper Armor Leveled List
Level 1: Scout Armor Leveled List

Trooper Armor Leveled List (this holds the actual armor NOT more leveled lists)

Use All is the only box checked!

Trooper Armor
Trooper Helmet

Scout Armor Leveled List is set up exactly the same as the Trooper Armor.
So there is only 2 items on BA, the trooper and scout armor lists. That means there is equal chance of both being used by the Synths when the player is under level 20. As for at level 20....



Heavy Armor Leveled List
This is where you'll start needing duplicates of the same stuff to change the chances of getting things. I chose to have 10 items total on the list for easy %.

NO BOXES CHECKED

All items level 1, count 1, chance none 0.

Level 1: BA
Level 1: BA
Level 1: BA

Level 1: BA
Level 1: BA
​Level 1: BA

​Level 1: BA
Level 1: Arc Armor Leveled List

Level 1: Arc Armor Leveled List

Level 1: Arc Armor Leveled List

That is 7x Basic Armor Leveled lists, 3x Arc Armor Leveled lists (Arc Armor = Heavy Armor). So from level 20-30, you will have a 70% chance to see Synths wearing the basic armors (trooper/scout) and a 30% chance to see Synths wearing heavy armor (arc armor)

Arc Armor Leveled List
Exactly the same as trooper/scout Lists, Use all, level/count 1. Arc Helm + Arc Armor.

Pretty simple, right? Just literally add the % you want. If you want 90% to wear basic armor, just put in 9x BA and 1x Arc List. It's that easy. You can probably figure it out yourself from here, but I'll go ahead and describe the level 50 List, UA4.


Unique Armor List 04

NO BOXES CHECKED

All items Level 1, Count 1, Chance None 0.

Level 1: Master Armor Leveled List
Level 1: Unique Armor Collection Leveled List 03

Level 1: Unique Armor Collection Leveled List 03
Level 1: Arc Armor Leveled List

Level 1: Arc Armor Leveled List

Level 1: Arc Armor Leveled List
Level 1: BA
Level 1: BA
Level 1: BA

Level 1: BA

This gives a 40% chance of Synths wearing basic armor. 30% chance of wearing heavy armor. 20% chance of wearing armor from the 3rd set of uniques. 10% chance of wearing Master Armor.

Master Armor Leveled List:
Note: Not to be confused with the master list, this is just master tiered armor.

Same as trooper/scout/arc leveled lists. Use all, count 1, etc etc.

Level 1: Master Armor Helmet
Level 1: Master Armor Armor

Unique Armor Collection Leveled List 03

NO BOXES CHECKED
All level1, count 1, chance none 0.

Level 1: UArmor 01 Leveled List
​Level 1: UArmor 02 Leveled List
Level 1: UArmor 03 Leveled List
​Level 1: UArmor 04 Leveled List
​Level 1: UArmor 05 Leveled List
​Level 1: UArmor 06 Leveled List
​Level 1: UArmor 07 Leveled List
Level 1: UArmor 08 Leveled List

UArmor 01-08. All exactly the same exactly like trooper/scout/etc. They add 1 helmet & 1 armor each. Each one has "use all" checked. This means it's an equal chance for each armor to be used when this collection leveled list is selected (which should be 20% of the time at level 50+).

It takes some time to set up and the more items you're adding the more complex it'll be and the longer it'll take, but it's a lot more basic than I was originally making it.





Original Post:

 

I've used some level lists with skyrim, just everything set at level 1 to be random, but I'm trying to do something a little different, and I'm not exactly sure how to do it, I think it'll be a long, repetitive process, so I thought I'd ask if it's even correct before I waste the time.



I have some new outfits I want Synths to wear. I want to add more outfits at higher levels, but I don't want them to stop wearing the lower-level stuff either.

For example, at level 1, the player would ONLY see synths wearing the level1 gear.

At level 15 I want to add a 2nd outfit. But if I just put the singular outfit at level 1 and a different outfit at level 15, would I never see another Synth wearing the level 1 gear?

I'm thinking what I'd probably have to do is make multiple leveled lists, linking into each other such as:

 

SPOILER: Old explanation of what I'm trying to do.... Read it if you want, probably easier to understand in 2nd post instead.

 

The "main" leveled list filled with secondary leveled lists, all requiring level 1.

The secondary leveled list would have a singular outfit at level 1. However, at level 15, it would have a tertiary leveled list. This leveled list has 2 items, both at level 15. 1 item = level 1 outfit, 2nd item = level 15 outfit.

If I'm thinking correctly, I have 15 outfits to spread out, so on the "highest level" of the secondary list, I'd need all 15 outfits on it right? And the 2nd highest level would have the first 14 outfits?

But then how would I go about making 1 of the outfits more common than the other? At the highest level, I'd of course want the lowest level gear to be pretty rare, but I still want it available to the NPCs. The only "chance" options I see in the leveled list window are "chance none" which I assume means it will be the chance that none of the items are added to an NPC when it spawns?


EDIT:

Basically, I want a leveled list that does this:

Player level 1: Synths have 1 outfit to wear, any time a synth spawns, it'll be wearing this outfit.

Player level 15: Synths have 2 outfits to wear, they're more likely to wear a new outfit, but sometimes they'll still wear the level 1 outfit.

Player level 25: Synths have 3 outfits to wear, the previous 2 + a new one. This time, the new outfit and the level 1 outfit are both kinda rare, but still common, but the level 15 outfit is still the most common.

Player level 30: Synths have 4 outfits to wear. Previous 3 + another new one, and so on and so forth like that.

 

 

 

Edited by saintgrimm92
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This post contains info that's not correct. For the correct way to do this, please refer to the top of the OP.



2nd post to try to keep it clean.

A better explanation of what I think I need to do, but don't want to spend hours doing until I get confirmation if it's what I need to do:

Synth Custom Outfit:
Synth Master Outfit Leveled List

Synth Master Outfit Leveled List:
Level 1: Armor1
Level 15: Synth Leveled List 2
Level 25: Synth leveled List 3
Level 30: Synth Leveled List 4


Synth Lv2 List:
Level 1: Armor1
Level 1: Armor 2

Synth Lv3 List:
Level 1: Armor1
Level 1: Armor2
Level 1: Armor 3

IF that is the correct way to make the NPC use lower leveled armors at higher levels, is there a way to make certain armors on the leveled list more likely to be used than others?

Such as:

Synth Lv3 List:
Level 1: Armor1 (20% chance)
Level 1: Armor2 (60% chance)
Level 1: Armor3 (20% chance)

 

Edited by saintgrimm92
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LeveledItem - Creation Kit . There is checkbox Calculate from all levels <= Player, which makes difference. Probably, need combinations of the flag and branching lists, as suggested. Also, Global is an interesting control, if can involve scripting.

 

I've seen something about next-gen update? Curious, if there will be magnificent upgrades from F76, like conditions in leveled lists and condition blocks presets.

Edited by hereami
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LeveledItem - Creation Kit . There is checkbox Calculate from all levels <= Player, which makes difference. Probably, need combinations of the flag and branching lists, as suggested. Also, Global is an interesting control, if can involve scripting.

 

I've seen something about next-gen update? Curious, if there will be magnificent upgrades from F76, like conditions in leveled lists and condition blocks presets.

Next Gen update? For Fallout 4??? That's awesome news for me.

 

 

This post contains info that's not correct. For the correct way to do this, please refer to the top of the OP.

 

 

I went ahead and set it up last night. I THINK it's working. I just don't know about the chance stuff. It actually seems most synths are wearing the lower level stuff, which is correct. But if someone can just say "yes that'll work like you think it does" or "no, you've f***ed up everything, try this instead" would help me a lot in the future.

 

So, here's how I ended up setting it up:

 

 

Synth Outfit has 1 leveled list.

 

That leveled list has a few entries, all of which are also leveled lists. (the <= PC level is checked!)

 

Level1: TrooperBasicLvlList

Level20: TrooperHeavyLvlList

Level30: TrooperUniqueLvlList01

Level35: TrooperUniqueLvlList02

Level40: TrooperUniqueLvlList03

Level50: TrooperUniqueLvlList04

 

 

Level 50 has the leveled out chances (if it works right) so I'll just go off of that one. But first, I'll explain how all the above leveled lists are set up in a spoiler, these are done through more leveled lists, but here are the possible results for each level above:

 

Level1: 2 basic armors

Level20: 2 basic armors + a heavy armor

Level30: 2 basic armors, 1 heavy armor, 3 unique armors.

Level 35: 2 basic armors, 1 heavy, 6 unique (including the previous 3).

Level 40: 2 basic armors, 1 heavy, 8 unique (previous 6 + 2 new)

Level 50: 2 basic armors, 1 heavy, 10 unique (previous 8 + 2 new)

 

The unique armors have differing chances, depending on the level, if I'm understanding how to do this correctly. At level 30, there's only 3 possible unique armors, each only have 20% chance to be used. At level 35, those same unique armors now have a 30% chance, but the 3 new unique armors available at this level only have 20%

 

 

 

 

 

So, the level 50 leveled list, TrooperUniqueLvlList04.

 

ALL items in this leveled list are also leveled lists and are set to level 1.

 

LvlTrooperArmor (This is the 2 basic armor sets). Chance None: (left blank)

 

LvlTrooperArmorHeavy (this is the heavy armor set ONLY) Chance None: 50%

 

LvlTrooperHero1 (This is just a single unique armor set) Chance None: 70%

This is exactly the same for unique armors 1-8, so I'll skip them, just know there is 8 unique armors in leveled lists with chance none set at 70%.

 

LvlTrooperHero9 (1 powerful armor set, should honestly be legendary, but setting up legendaries was too much work for me for this lol Hero10 is exactly the same, just different armor visually, so I'll not bother adding 10 to this either) Chance none: 90%

 

 

 

What I expect this to do:

10% chance of a synth using the hero9 or hero10 leveled lists. 30% chance of a synth using the hero1-8 leveled lists. 50% chance of a synth using the heavy armor list. If none of those are used, then they'll use the basic armors.

 

 

EDIT: What I'm afraid of is the "chance none". I don't know what it does.... Does 70% chance none = 30% chance this specific item will be used?

 

Or does 70% chance none = same chance as any other, but 30% chance the synth will just be naked? If it works like this, then how do I set up the leveled list to work the way I hoped it would?

 

It seems difficult to test. I don't know if the "preview results" button actually works (so much s*** in Skyrim CK just doesn't work) But most of the time, the preview shows absolutely nothing.... So either it doesn't work right, or there's a pretty good chance the synth will just be naked..... I've not yet seen any naked synths in my playthrough, but I'm not convinced that that's proof it's working right. lol

 

EDIT2:

Here's the results from preview button on unique04 leveled list:

 

Preview Level: 50

Preview Count: 100

 

Result 1: nothing (so 0 items in 100 enemies?)

Result 2: nothing

Result 3: 100 Basic armors, 100 basic helmets (so they spawned 100 of the same item in a row???)

Result 4: nothing

Result 5: nothing

Result 6: nothing

Result 7: 100 of the same heroes helmet and armor (so again, 100 of the same item in a row even thought it's chance none = 70%???? Idt this button works.....)

 

So we just killed 700 synths, got 100 of the same basic armor set, 100 of the same unique armor set, and absolutely nothing else???? 500/700 were just naked and the 200 that weren't just spawned the same 2 armors over n over? That can't be right...... I've seen too many synths in my game that weren't naked for those numbers to be accurate.

 

Edited by saintgrimm92
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