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DekkerR

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Everything posted by DekkerR

  1. You can always just do it manually with Fo4edit. It's more limited but less clunky and it shows values in plain text lines instead of having to go through a dozen laggy forms. This is small enough task that it's a better idea than the 10+1-stage operation above. But the core concept is the same as the previous posters', the autogenerated names are goverened by mods, legendary or otherwise, and rarely anything else. More specifically, a certain type (or several) of mods tied to a specific keyword. So my solution would be: - Try manually (at a workbench) getting rid of the name. Is there anything that overrides it or, ideally, adds it from nonexistence? - Get all the keywords for any specific affected weapon, ideally cross-referencing several different types of weapon and picking the shared ones. If you found the mod that's adding in the name - find the keyword for it. - Look through the mods that add/edit the naming rules for those keywords, and the INR's within. Fo4Edit is very helpful in this task (see attachment). Don't use the 'search' function, it doesn't always work as advertised. Sorting by column does, though. Do note that the names for the existing items do not change after modifying the naming rules. Only the newly spawned items are affected.
  2. There's 'capacity' line in the weapon's record. Use FO4edit, scroll way down below into 'data' section.
  3. Yeah. Not my finest moment. After that post I got a chance to talk this thing out in person and realised I totally missed the point of what I've seen. What I'm trying to do is get a random levelled assortment items and mods (full suit of armor as per llist) on an npc, and then force a particular (randomly selected in-script) mod in all of them at once (material). Now I have a better idea what to do.
  4. After some research I'm ready to abandon the project. There is no way, as far as I know, to change a mod slot on an already existing item with an event, and force the game to switch according to the keywords. Only manually inject it. And given the nature of the task, that requires 6(slots)x6(tiers)x8(ish possible misc)x5(desired paints available) precompiled items. 1440 in rough approximation. Maybe, one day I'll get to it, but that day is definitely not today. Regardless, again, thank you for the help. Myself I never really thought about legendaries and such, and how they're seeded.
  5. Hmm. I was thinking about maybe listening for and catching LL call, and after it was resolved applying the randomised misc to whatever it generated (upon the NPC spawning). I've never tinkered with Havoc scripts before though, not sure if that would work. Pre-generating all the variants seem to be a fairly clunky idea; all the possible variations of slots/tiers/misc number well over a thousand in total. To give you some context, I'm looking into Raider Power Armor Chop-shop. The llist integration doesn't seem to include the actual colors (and the author is long gone) Could you possibly give me some links to the items you mentioned? Google and Nexus both are being stubbornly unhelpful :sad: Regardless of that though, thank you for the idea.
  6. I'm looking to get a randomly spawning NPC with multiple pieces of armor to always use one randomly selected misc mod (a recolor, out of the pool of 3-4) for all of them. Or at least one for each of them, I'd settle with different colors if I absolutely had to. At a glance, the cleanest way to do it would be levelled list, but I'm not sure how exactly to implement it. Typical levelled lists don't seem to offer uniform upgrades like these, it's either always a specific misc/mod/color, or all items randomly modded somehow. What are the alternatives? A script?
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