Jump to content

VulcanTR

Members
  • Posts

    420
  • Joined

  • Last visited

Everything posted by VulcanTR

  1. Thank you for the reply. I have tested but i am not sure. This is why i have created thread. Let me extend my question for the people who read We have 4 lists List 1: BlaBla (this list includes X, Y and Z) List 2: X (this list have a chance 100) List 3: Y (this list have a chance 50) List 4: Z (this list have a chance 25) It we put X, Y and Z separately, 3 of them works ok. But what if we put X, Y and Z into the BlaBla and put the BlaBla into drop table?
  2. Hello everyone. Here is the picture https://ibb.co/ZNSVYVJ My question is how this count works? My objective is, when you open the chest, i want to run 100, 50 and 25 chance lists one at a time (3 of them) In this table i have 3 item lists. Should i add all of these 3 lists separately or this will triggers 3 of them?
  3. Hello. Since 5 months i am working on huge overhaul mod and i want to do that. Until the level 10, players can loot iron, steel, orcish and dwarven weapons from containers BUT when they reach level 10, i want to REMOVE iron and steel from loot table. Question is; How can i remove the specific items when the players reaches specific levels?
  4. Where is FUNCTION located? Is that in the Quickchange Script or in a different Xedit script? It seems i have another problem. How can i find the path? I want to change values of armor. Data - Game Data\Armor 45 Data - Game Data\Armor 45.00000 Data - Game Data\DNAM 45 Data - Game Data\DNAM 45.00000 Data - DNAM\Armor 45 Data - DNAM\Armor 45.00000 Data - DNAM\Armor Rating 45 Data - DNAM\Armor Rating 45.00000 None of these worked. How can you detect the path?
  5. No problem, i have solved this one thanks to you. Have a good day my friend :)
  6. Hmmmm no error this time but why there is changes :D Edit: I have discovered something. I have tried to do like this, and it looks worked Used Function instead of Replace Data - Game Data\Damage 26 (not to 26.00000) and it seems damage records of items i've selected, changed into 26. Thank you for your help my friend. Is there any downside of this way? I hope it will not changes anything instead of damage.
  7. Check my previous post, I added a lot to it. your values need to be 30.00000 and 27.00000 not 30 and 27. Are you looking to reduce ALL of the weights by 3? Ah it counts for this one too? Now i am using replace DATA - Data\Damage 30.00000 26.00000 and boom.. Now i am trying to decrease damage to these items from 30 to 26. And it doesn't worked. What am i missing?
  8. Ok it was an example. Here it is what i try to do. I want to change all these selected values damage from 30 to 27. Check the picture please. But it is not works. If i learn how to, i need to change thousands of records.
  9. I am trying to use automation tools but still i haven't succeed it. Can you check the picture?
  10. SkyTweak have the feature that you can adjust hidden armor rating (it is 0.03) but is it really works when i make it to 0.00 and hidden armor is myth or fact? I am creating overhaul mod and armor rating formula is confusing for me.
  11. Hello everyone. Is there a way to find SkyTweak adjustements? Sorry for my bad english, so let me explain Example: We can change carry capacity per stamina with SkyTweak. I want to remove carry capacity bonus that comes with stamina. How can i find values like this?
  12. Ah in other words, 4 iron, 4 steel, 1 orcish, and 1 dwarven means 20% chance to dwarven and orcish? (level 9 bandits for example, think as they have these 4 items) If yes, i understand.
  13. But they are 4 iron and 4 steel. Isn't it the same with 1 iron and 1 steel?
  14. Hello everyone. I am trying to create my own mod but i am confused about something. I can see level 9 level 15 and level 22 have orcish, dwarven and elven sword but the question is Why there are 4x iron sword and 4x steel sword? Is it breaks the game if i remove 3 of them on there??? Before 4x iron sword, 4x steel sword After 1x iron sword, 1x steel sword
  15. I think i have started to understand. I want to thank you for your effort and the time but i think i need to create another topic about the drops because drops was the my main object about the bandits. Lchar includes which bandits appears on specific levels from the SubChar list And SubChars includes the actors i hope i understand it correctly :smile:
  16. So basically if i change stats of all SubCharBandit06xxxxxx it affects all bandits according their names (if the 06 is marauder, i cannot check it now) is it right? If yes, that means i understand i need to edit only "SubChar" right?
  17. Hello again after long time. It seems still i don't understand correctly. Can you give me the example if you can? Example: If you change stats of these id's, all the Bandit Marauders stats changes. In my last try i was working on many id's and i was totally confused :(
  18. Hello everyone. I am the guy who trying to understand what is these terms. Is someone can explain LChar, SubChar, Enc terms? For an example i am trying to make Bandit Marauders appears at first level but there are lot of bandits in the editor. What is the proper way to do that? As i understand not all of them actors. Some of them just tables but so many tables. I would be happy if someone can enlighten me :(
  19. Still i am not experienced about CK. Is that means 17 actors boots given from this template? And these ones are template? Correct me if i am wrong please.
  20. @nayakri solved my problem thank you SO MUCH nayakri. I don't blame people i think nobody was knew the template of level 1 bandits Here is the offsets i was searching for. EncBandit01TemplateMelee EncBandit01TemplateMagic EncBandit01TemplateMissile Edit: I am SO sorry i was just realized Wormple12 already answered my question but it seems i have missed it..
×
×
  • Create New...