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Vangwich

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  1. Would have been wonderful if Bethesda had something to explain these things or at least made them use some common sense. I feel like so much of the stuff is ambiguous or just not clear.
  2. I have been trying and trying to get these encounter zones and leveled lists to work, but I cannot get anything to work. I set an encounter zone to a minimum of level 1 and a maximum of level 1 so that it would be at a set level of 1. Then I set all the fleveledactormulti settings to 1.000 so that all spawns in this EZ would be forced to be pulled from level 1. The LCharBanditBoss list has SubChar lists at for levels 1, 5, 9, 14 . . . I made a new actor to be an "encbandit01boss" by just copying the "encbandit02boss." So the list is now: SubCharBandit01Boss = 1 SubCharBandit02Boss = 5 SubCharBandit02Boss = 9 SubCharBandit03Boss = 14 The game keeps spawning the encbandit02boss even though the minimum and maximum spawn level should be only 1. Nothing higher, nothing lower. Then I tried to outright delete the encbandit02boss in the list. The first time I tried this, the game still spawned that NPC. The next time I tried, it just decided to spawn the encbandit03boss. Why can I not get this game to spawn my new actor?
  3. I understand that it is set by the creation kit, but how does the special loot option affect what items are pulled from the lists?
  4. Hello, I have tried google and searching the term "special loot" on the forums and I have only found mentions of its essential function, but nothing specific to how the values work. I found the values to modify the option in the game settings. fSpecialLootMaxPCLevelBase fSpecialLootMaxPCLevelMult fSpecialLootMinPCLevelBase fSpecialLootMinPCLevelMulti fSpecialLootMaxZoneLevelBase fSpecialLootMaxZoneLevelMulti fSpecialLootMinZoneLevelBase fSpecialLootMinZoneLevelMulti fSpecialLootWeighting I have been testing it over and over, and every time I think that I have it figured out, I find out that I do not. My last time trying it was having six custom chests with a sword from each material, leveling 1,5,6,15,16,30,31,45. I wanted to try getting the six chests to spawn only two of the types of swords (ei: iron/steel, orcish,dwarven, elven/glass, or ebony/daedric). I am just now learning the CreationKit, so I am learning everything right now. The objective is to make the chests spawn only items that would belong to the encounter zones minimum and maximum levels. I do not want the players level to determine what the chests contain. How do each of these settings influence the leveled lists? I was assuming "multi" means multiplier and thought that maybe, for example: fSpecialLootMaxPCLevelBase = 0 fSpecialLootMaxPCLevelMult = 0 fSpecialLootMinPCLevelBase = 0 fSpecialLootMinPCLevelMulti = 0 fSpecialLootMaxZoneLevelBase = 0 fSpecialLootMaxZoneLevelMulti = 2 fSpecialLootMinZoneLevelBase = 0 fSpecialLootMinZoneLevelMulti = 3 fSpecialLootWeighting = 0 would make it so that an encounter zone with Min Level 5 and Max Level 10 would result in the loot, hopefully, ignoring player level and using Min Level 15 and Max Level 20 for the encounter zone. And also not putting any weight to more valuable items, which I read is what fSpecialLootWeighting does. I would appreciate a thorough explanation of each value or at least a summary of its use. Thank you
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