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How do you have NPCs have a variety of weapons sets


Notamungus

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I'm making a mod for personal use, and would like to have the soldiers I'm creating to have a couple different "sets" or l"oadouts" (think of how raiders can have different armors and weapons). Is it possible to just use one npc for this, or do I need to make each an individual npc with a separate weapon/armor
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Is it possible to just use one npc for this, or do I need to make each an individual npc with a separate weapon/armor

 

I'm not sure I understand what your getting at with "one npc for this", but you can have groups/loadouts as formlists then use additem and removeitem along with the formlists to add or subtract a batch of equipment. This doesn't preserve the weapon/item health when they are equiped/unequipped, but if you willing to get a little more into the scripting you can use AddItemHealthPercent and some variables to track the health of your equipment and set it (set the var just before you remove it, set the item health when it's added next time).

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Yeah I assume that my description of what I'm trying to do would be a bit confusing. What I'm saying is you know how some npcs like an NCR soldier have different weapons (varmit rifle, service rifle, etc) is each soldier a different npc in the geck or is it some sort of list of possible weapons they can have? I noticed using one base ID to spawn multiple powder gangers would spawn ones with different armor and weapons. I'm trying to ask how you can do that in the geck
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What I'm saying is you know how some npcs like an NCR soldier have different weapons (varmit rifle, service rifle, etc) is each soldier a different npc in the geck or is it some sort of list of possible weapons they can have? I noticed using one base ID to spawn multiple powder gangers would spawn ones with different armor and weapons. I'm trying to ask how you can do that in the geck

There can be specific/individual characters with a well defined inventory, but for what your trying to do the loot lists are the key. You could have trooperA, trooperB and trooperC. Say you plop down 7 trooperAs, they can each have different weapons even though they are the same base object because the loot lists in their inventory randomize (to a certain extant for a limited list) their gear.

 

Look in their inventory and you'll see a form preceded by a green cube with a question mark on it. That loot list might have a certain percentage chance for an item to exist in the actors inventory. You can hit the "preview calculated result" button on the leveledItemlist form to see what item may pop up.

 

The loot lists are in items->Leveled Item, but just poke around in the inventory of actors that are similar to what you want to create, and examine their leveledItemlists. You can use them as a base or just as guidelines as you create your own or edit others for your use.

 

Here is a page explaining the leveledItemLists.

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