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Change caravan guard(s) tag skills, how?


wendigo4700

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1) I don't know, I have never done that. I can't imagine why you would want to anyway as a skill of 100 is perfect and level for an NPC doesn't really do much after skill are 100 anyway - maybe add a few more health, but you could do that from the get go if that was your goal. I know that if you have the DLC Broken Steel, the level cap of 30 is removed.

 

2) Any class that affects melee weapons will work. Class doesn't really effect much in the game, factions are more important. Remember, you don't HAVE to set the class to an exact match, you can just modify the stats.

 

3) Neither. In both cases you are looking at health percent on a leveled list/leveled item form. That field tells the game to give that object that percentage of health when it is spawned, based on it's base health. If you want to see the base health, keep clicking on the list objects until you get the base form to pop up. Note: leveled lists can be made of items AND other lists. You clicked on an entry in a list that popped up another list.

 

4) There is no reason why you can't do that other than the fact that NPCs don't have editable tagged skills. It is the class that effectively gives NPCs their tagged skills. But there is no reason you can't use a random (or default) class and then just edit the stats/skills yourself. Of course, doing so will preclude the use of using the stats tab of a template. Remember, you can't use a template's tab and edit those same tab values of the NPC at the same time. They are mutually exclusive.

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1) So in other words regarding question 2 at page 1, its more or less the health that the given item has, when I loot it off the dead body?

 

2) That also means that every NPC has each their own default body armor at 100% health, even tho you cannot see it. But when looted off their dead body, it wont be in 100% health condition anymore? And thats what my two screenshots actually showed?

Edited by wendigo4700
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2) If I want an NPC to be melee class, which one to pick then? RaiderMelee?

 

That was question #2, so I don't understand this new question:

 

1) So in other words regarding question 2 at page 1, its more or less the health that the given item has, when I loot it off the dead body

 

But if you are asking how is the health of a weapon calculated when looting, the answer is it depends. If the weapon is a reference (it exists in the world) then the health is what it is when you loot it from the ground. If you are looting a weapon from a form list, the health is calculated based on the defined Health %. Note that reference weapons have their health stored on the Extra tab. Find a weapon in a cell and click on it to see what I am talking about. This does not include weapons in lockers or in NPCs inventory (unequipped weapons).

 

2) That also means that every NPC has each their own default body armor at 100% health, even tho you cannot see it. But when looted off their dead body, it wont be in 100% health condition anymore? And thats what my two screenshots actually showed?

 

Nope. It does not. NPCs have armor ranging in health as defined by the health % of the armor form, modified by how much damage it has taken. I am fairly certain that when you see the armor on an NPC, it is a reference object with its own health. It may have started with a specific health value based on the health %, but it can be damaged.

 

Your first screen shot showed that one inventory object was made up of a leveled list. The second image showed that leveled list was made up of two objects, one 50% health armor and one 60% health armor. That means half the time you encounter this NPC, he will have armor with 50% health, the other times, he will have armor with 60% health. To know the actual health, you have to actually take the armor for yourself. You won't know which you'll get until that time. It's like Schrodinger's Cat.

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