Xokks Posted May 4, 2009 Share Posted May 4, 2009 I don't want to know if this has already been done. I've been finding things I want to do and hten using those ideas to challenge myself. First of all I would like to say my MSN is [email protected] if anyone with knowledge of GECK is willing to add me there and help point me in the correct direction from time to time. That being said I will get to my problem. Now I wanted to make Stimpaks more scarce throughout the game. I'm extremely new to GECK, doing my best to learn as I go a long. I believe there are two things I should do in order to make them more scarce. 1. If I go to Edit -> Find Text. Then do a 'Search Text' of 'Stimpak' and click the 'Objects, etc' tab I believe i am looking at a giant list of where every Stimpak is placed. If I wanted to remove roughly HALF of the stimpaks in game I would go through this list deleting about half of the stimpaks listed. Here is a picture of the screen I'm talking about. http://i44.tinypic.com/nxke2v.jpg 2. Secondly. Let's hope the first part was right. Anyways. Now that would remove Stimpaks from the game that are currently sitting on the floor or on a desk or whatever, whoever that does not remove Stimpaks that may randomly spawn on enemy's. Searching 'stimpak' in the 'Object Window' filter will bring up this list see in the picture below. Now this is where I become extremely confused. I think that 'VenderChestStimpaks' 'VendorStimpaks' and 'VendorStimpaks75' all have something to do with drop rates on certain things. Much like in some games you may kill a monster over and over hoping for a rare item because the drop rate is low. Killing off an NPC with one of these tags means they have a chance to drop a stimpak. Is this correct? Any step in the right direction? This is purely hypothetical guessing on my part. http://i41.tinypic.com/15cit77.jpg Basically I want to reduce how many Stimpaks exist within the waste land, whether it be found lying on the ground, in first aid boxes, on freshly killed bodies or even sold at vendors. Can someone please give me a few tips on what I need to be looking for or point me towards some reading material that might be helpful? Edit: I tried to embed the images, but for some reason the img codes wouldn't work for me, not sure if they are disabled or something. Anyways, just use the links instead I guess. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 4, 2009 Share Posted May 4, 2009 First point: Yep, just delete out anything from the world you don't want. Second point: You should be looking in the Loot lists for stuff enemies drop. LootChemsStimpak75 is the first place to look, just increase the chance for none from 25 to a higher percentage to reduce the chance stimpacks will be dropped from anything that uses this list. 90 would be a 90% chance for no drop for example. Next, go for LootChemsHealing (there are a few different entries for these). Remove the stimpack entries from those if you want them to be really scarce.If you also want to be rid of stimpacks from vendors (moira's, flak&shrapnel etc), those are the vendor lists you just mentioned in your post. Change VendorStimpaks75 to have a higher chance of no stimpacks appearing again. That should drastically reduce the amount of stimpacks in circulation in the game. Link to comment Share on other sites More sharing options...
TGBlank Posted May 4, 2009 Share Posted May 4, 2009 Deleting half from there isn't smart at all. Stimpaks can come from different sources:1) placed directly in the game world. To reduce these, find them and mark them as disabled. However, most stimpaks don't come from this source.DO NOT, I REPEAT, DO NOT DELETE ANYTHING FROM THE GAME. EVER. mark as disabled, move them underground, make their enabledness dependent on a parent x-marker (that's marked as disabled). Anything BUT deleting. 2) Inside boxes and foes and vendors: these are easier to reduce. Just find the prototype boxes that have stimpaks, and the leveled lists that contain stims and reduce their chance/quantity. 3) Spawned by scripts, you need to find and modify the scripts. These, however, are quite rare. Also, do not ever post your email address in a public forum like that. FFS, at lest insert spaces in the middle or change the .s for <dot>. It'll save you from automated bots that read posts to find email addresses to spam. Link to comment Share on other sites More sharing options...
Xokks Posted May 4, 2009 Author Share Posted May 4, 2009 So in conclusion (thanks to Radiosity) I should change these things listed below at different variance depending how scarce I want to make stimpks, Correct? -Search 'stimpak' -> Right Click -> 'Use Info' will display all stimpaks lying around throughout the wastes. Then furthermore the appearance rate of stimpaks could be changed within all these lists:-LookChemsHealing100-LootChemsHealing75-LootChemsHealingClean100-LootChemsHealingClean75-LootChemsStimpak75-VendorChestStimpaks-VendorStimpaks-VendorStimpaks75 Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 4, 2009 Share Posted May 4, 2009 Deleting half from there isn't smart at all. Stimpaks can come from different sources:1) placed directly in the game world. To reduce these, find them and mark them as disabled. However, most stimpaks don't come from this source.DO NOT, I REPEAT, DO NOT DELETE ANYTHING FROM THE GAME. EVER. mark as disabled, move them underground, make their enabledness dependent on a parent x-marker (that's marked as disabled). Anything BUT deleting. Mind explaining your reasoning for this? I delete stuff occasionally in plugins, I've never had any problems with it, and it's not like you can't just undelete the entry using FO3Edit anyway if you need to. Link to comment Share on other sites More sharing options...
TGBlank Posted May 4, 2009 Share Posted May 4, 2009 It's bad practice to delete things.Some things don't cause problems when deleted, some do, some cause problems right away, some cause them when you had already loaded the cell on that character, some do when the item was persistent... etc. So, to avoid any chance of deleting something you shouldn't delete, and then hunting through the items you had already deleted (and work fine) to find the one that you deleted (and causes trouble), it's better to simply disable the item and be done with it. Link to comment Share on other sites More sharing options...
Xokks Posted May 5, 2009 Author Share Posted May 5, 2009 Also, do not ever post your email address in a public forum like that. FFS, at lest insert spaces in the middle or change the .s for <dot>. It'll save you from automated bots that read posts to find email addresses to spam. Not necessary. Advice might be helpful to others though :) Thank you for the other advice. Link to comment Share on other sites More sharing options...
BadPenney Posted May 5, 2009 Share Posted May 5, 2009 It's bad practice to delete things.Some things don't cause problems when deleted, some do, some cause problems right away, some cause them when you had already loaded the cell on that character, some do when the item was persistent... etc. So, to avoid any chance of deleting something you shouldn't delete, and then hunting through the items you had already deleted (and work fine) to find the one that you deleted (and causes trouble), it's better to simply disable the item and be done with it.I have to agree with this post. I found early on in the mod that I am working on; after I deleted some trees from the landscape one tree showed up in game as a ghost tree. It was a rough textured 2D image of a burnt tree with no collision geometry and it didn't appear in the GECK. I used the details function in the data load window of GECK to find things tagged as deleted and undeleted them. Then I dropped them 1000 units below the landscape they were placed in so they were out of the picture, and no more ghost tree. I have also found that having too many objects disabled in a given area can cause weird effects, especially buildings and large rocks and such. I could sometimes see shadows of the objects that weren't supposed to be there, so now I'm careful to drop them out of sight or SetScale 0 before disabling them. I feel comfortable deleting anything that I might have placed myself, but anything from the original game should be preserved somehow. The one thing that I am unsure of is NavMeshes. I can't leave a NavMesh that tells NPCs to walk through the object I have placed in its way, so if I can't just move their points around enough to solve the problem, I delete them and create new NavMeshes. This is only an issue for me with exterior cells and I haven't seen any problems with it so far. Hope I'm not in for a nasty surprise. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 5, 2009 Share Posted May 5, 2009 It's bad practice to delete things.Some things don't cause problems when deleted, some do, some cause problems right away, some cause them when you had already loaded the cell on that character, some do when the item was persistent... etc. So, to avoid any chance of deleting something you shouldn't delete, and then hunting through the items you had already deleted (and work fine) to find the one that you deleted (and causes trouble), it's better to simply disable the item and be done with it. Interesting, I've not come across any problems yet but if there are potential problems to be had I guess I'll switch how I work. Thanks for the clarify :) Link to comment Share on other sites More sharing options...
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