neunen Posted March 30, 2009 Share Posted March 30, 2009 hi there, so what ive done is created a leveled item of my weapon then in the quest script im using to addthe weapons to vendors im also adding this line: Scn MyQuestScript Begin gamemode RaiderWeaponMelee.additem CondMyItem 1 stopqquest MyQuest would that then add the leveled item list of my weapon to the raiders melee leveled list of leveled lists? :]im not sure if it can work the same as containers. any help is appreciatedthanks,neunen Link to comment Share on other sites More sharing options...
Cipscis Posted March 30, 2009 Share Posted March 30, 2009 No, this script would not work. AddItem is what's known as a reference function, meaning that it acts on a reference. references are special types of forms that basically act as pointers to other forms, like actors or weapons. Not all types of forms can have references to them, only form types that you can see and interact with within the game world have references. Base objects (the forms that references point to) define much of the information that is used in a reference. You'll want to use the AddItemToLeveledList function instead. Cipscis Link to comment Share on other sites More sharing options...
neunen Posted March 30, 2009 Author Share Posted March 30, 2009 thanks Cipscis, i noticed on the Additemtoleveledlist link there that it mentions you should normally add the items through form lists, since the additemtoleveledlist cannot be undone. so if i create a form list that contains my CondRaiderWeapons leveled lists in them, what would be the best way to get those to certain raiders, without directly adding them through the raider inventories. or am i mistaken that adding items to npcs inventories will conflict with other mods that do the same? cheers and thanks again Link to comment Share on other sites More sharing options...
Interfer0 Posted March 30, 2009 Share Posted March 30, 2009 Are you only using this for a small section of raiders, or for all raiders from now on? because you could just create a new set of raiders for what you need.Then you couldn't have to worry about conflicting with other mods. Link to comment Share on other sites More sharing options...
neunen Posted March 31, 2009 Author Share Posted March 31, 2009 i just wanted to have it on the occasional raider, but not a specific number of them, before i had added it to a few of the *raidermelee types or something along those lines, but if i created a new type of raider, would i be able to randomly disperse them throughout the raider population or would i have to actually place them in areas? hmm maybe i could use the additemtoleveledlist function and then just warn people that are going to download the mod that it would be messy to uninstall Link to comment Share on other sites More sharing options...
Cipscis Posted March 31, 2009 Share Posted March 31, 2009 That warning is aimed at the action of adding items that are already present in Fallout3.esm to a levelled list that is already present in Fallout3.esm. If either the item or the list are added by your data file (in this case your item is) then, as far as I know, the change should be undone when the data file is not loaded, as the item doesn't exist so it can't be part of the list. Cipscis Link to comment Share on other sites More sharing options...
neunen Posted March 31, 2009 Author Share Posted March 31, 2009 thanks Cipscis, that should be perfect then! ill try that out cheers,neunen Link to comment Share on other sites More sharing options...
nosisab Posted March 31, 2009 Share Posted March 31, 2009 leveled lists have meaning when 'automatic', if you are to add an item you can add the specific item without concerns with them. AddItem and mainly the RemoveItem are strange functions. Since they indeed place or remove instances of items, but they act directly on the ObjectID, not on the ReferenceID. So with remove item you can't choose one of several instances of the same item, it will remove the first or the n firsts of those objects if the quantity is supplied. In other words, add and remove item do not require or accept a target other than the container. Remember the inventory is a container too. Link to comment Share on other sites More sharing options...
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