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Question about leveled lists for my first mod


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Hey, everyone!

 

Last night, I finally made my first, humble effort with the Creation Kit & created a mod that adds the option to modify Pipe weapons at the workbench to have a full auto .45 receiver. Works like a charm, though I need to fine-tune the settings in the CK a bit (as I have it now, it ends up having somewhat greater range & a slightly better accuracy rating than a maxed-out vanilla Submachine Gun, which to me, doesn't make sense for a Pipe weapon). What I wanted to know is, how do I make sure that full auto .45 versions of the Pipe weapons are incorporated into the leveled lists, so they start showing up in the inventories of Raiders, Super Mutants, etc., instead of just being an upgrade option for me?

 

Thanks!

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Update: Realized what was giving the weapon greater range & accuracy than the Submachine Gun. I had keyed in all the numbers right for the different settings in the Creation Kit - it was the game's vanilla higher-end barrel mods that were making the big difference in accuracy & range.

 

So, in other words, the only advantages that the vanilla Submachine Gun has over a Pipe Rifle modified with this attachment I've created, are greater maximum ammo capacity, and nicer-looking suppressor & tactical sight!

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Assuming you've created a new record for this weapon, just add it to whatever leveled lists you want it to appear in. Go to the leveled list subsection and search on "raider" or "super mutant" and any related lists will show up. Add in your weapon in whatever quantities you want (more entries means more weight when randomly rolling for a result) and then do some test runs with the preview function until you're getting results that are like your desired distribution.

 

If this is for an an active game, redo any leveled list merge or bashed patch you have so your lists get updated with your changes.

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Assuming you've created a new record for this weapon, just add it to whatever leveled lists you want it to appear in. Go to the leveled list subsection and search on "raider" or "super mutant" and any related lists will show up. Add in your weapon in whatever quantities you want (more entries means more weight when randomly rolling for a result) and then do some test runs with the preview function until you're getting results that are like your desired distribution.

 

If this is for an an active game, redo any leveled list merge or bashed patch you have so your lists get updated with your changes.

 

Hi! I actually didn't create a new separate weapon; just a new receiver attachment entry in the Object Mod list (I did it by making a duplicate of the regular semi-auto .45 receiver, renaming it, and then changing the settings so it was full-auto, with damage that's roughly on par with the damage from the vanilla Submachine Gun). Also, I'm not sure I'm looking in the right place for adjusting the leveled lists so that pipe weapons have a chance to spawn with the mod already equipped (as in the inventory of a Raider or Super Mutant). Is this where I want to be?

 

https://drive.google.com/file/d/155wVXl3rTHGER4IEe8dhjWxR3HdzDl44/view?usp=sharing

Edited by SteelPhoenix78
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If you did it that way you'll have to add it to the pipegun modcol for semi-auto receivers. Modcols are "mod collections" - they are what tells the game what mods are allowed on what weapons and armor. You'll need to add yours to appropriate modcol so the game will randomly spawn them for you. At a guess you'd want the modcol_PipeGun_Receivers_Auto under the object mod section for your added receiver. You'll also need a recipe if you want to craft it at a weapons workbench yourself.

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If you did it that way you'll have to add it to the pipegun modcol for semi-auto receivers. Modcols are "mod collections" - they are what tells the game what mods are allowed on what weapons and armor. You'll need to add yours to appropriate modcol so the game will randomly spawn them for you. At a guess you'd want the modcol_PipeGun_Receivers_Auto under the object mod section for your added receiver. You'll also need a recipe if you want to craft it at a weapons workbench yourself.

 

Thanks for the help! I've added the new receiver to the Pipe Gun Receivers modcol, and set it to start showing up at Level 16. I've also already set up a recipe for crafting at the workbench, and the gun receiver itself seems to work fine in every in-game test I've run, so unless I'm forgetting something, it should be g2g to upload!

 

Thanks again for your help!

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