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how to tie container to leveled list?


Zuzaski

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In a mod I'm working on, I want to make what's in a container control what is in a leveled list so I can change easily, ingame, what outfit and gun a certain NPC will use without having direct access to said NPC

ie;

I put stuff in box

NPC wears stuff in box

 

but NPC has no reference; it's spawned, so leveled list is the only way?

 

RemoveAllItems unfortunately cannot edit a list

 

what script command would I use on an activator that does the job?

vanilla or script extender; doesn't matter as long as it works

 

Thank you in advance kind soul who replies with answer!

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  Zuzaski said:
In a mod I'm working on, I want to make what's in a container control what is in a leveled list so I can change easily, ingame, what outfit and gun a certain NPC will use without having direct access to said NPC

ie;

I put stuff in box

NPC wears stuff in box

 

but NPC has no reference; it's spawned, so leveled list is the only way?

 

RemoveAllItems unfortunately cannot edit a list

 

what script command would I use on an activator that does the job?

vanilla or script extender; doesn't matter as long as it works

 

Thank you in advance kind soul who replies with answer!

You can't do this without either adding a token to all those NPCs, or scripting them directly. Basically, what you would need to do is make use of DuplicateAllitems with the container being the called reference, and the NPC being the target. Then force the NPC to re-evaluate their equipment (add a package, travel, current location, must complete, armor/weapons unequiped).

 

The downside, in addition to either adding a script or a token to all the NPCs you want this to apply to, is that the NPC will have everything that was placed in that container, regardless what it might be, and the container cannot make use of leveled lists to randomize its contents.

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