wendelgrey Posted October 29, 2013 Share Posted October 29, 2013 Is it possible? I'd like to make a script that would modify the condition of the selected item according to a formula, e.g. 85% of the time the item will be modified to 50-85% condition, 10% of the time to 30-49%, and 5% of the time to 1-29%/86-99%. Even if it can't be done directly like this, any thoughts on how it might be accomplished? Thanks. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted October 29, 2013 Share Posted October 29, 2013 Um, that's exactly the type of thing the leveled list is supposed to do. You just add a bunch of items to it at those various health levels. If you want more chance of the items being at a different health, you make multiple lists with the various health values, and add them to a main list. Leveled lists provide a lot of control over what you can get, and you can make some pretty awesome things with them, but they can also be confusing. Link to comment Share on other sites More sharing options...
wendelgrey Posted October 29, 2013 Author Share Posted October 29, 2013 (edited) I know, and I've used various methods of accomplishing it with leveled lists. Even the dependency chains aren't so bad with References in FNVEdit and 'Use info' in the GECK. The problem isn't that leveled lists aren't powerful, it's that the tools get in the way of exploiting this power. So much bloody mousing. Err... no offense. :teehee: Honestly, the possibility of doing this with scripts just seemed more likely than finding an actually productive method of working with leveled lists. If there was some kind of (out of game) command-line/scripting utility for working with plugins - or at least if FNVEdit had vim bindings :dance: or more robust keyboard control - creating leveled lists would be orders of magnitude easier. Oh well, a nerd can dream. Edited October 30, 2013 by wendelgrey Link to comment Share on other sites More sharing options...
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