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Question about Leveled Lists and optional plugins


CDante

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hey everyone!

 

I'm new to modding and I have a seemingly basic problem I bumped into when trying to make optional plugins for my mod that add different items to leveled lists. I'm pretty sure there's a simple solution and if anyone can help I'd really appreciate it.

 

let's say there's an optional plugin option01.esp that adds itemA to a leveled list by overriding it.

there's another plugin option02.esp that adds itemB to the same leveled list.

 

now if I load option01.esp, then the list will contain itemA and if I load option02.esp it will contain itemB. but if I load option01.esp AND option02.esp, I'd want both itemA and itemB to be on the leveled list, but one of them will be overridden depending which plugin comes later in the load order as neither contains both items.

 

then I tried adding sublists. sublistA and sublistB was both blank lists and added to the leveled list by my main file, and option01.esp added the actual itemA to sublistA, and option02.esp added itemB to sublistB. now this seemed to be working but if either sublistA or sublistB ends up empty by loading only one of the two optional plugins, the empty sublist will still count as a blank item on the leveled list with a possibility to kick in, and resulting naked NPCs if the items are outfits for example.

 

so is there a solution to add items to leveled list dynamically by optional esp plugins? I feel like I'm missing something very simple.

 

thanks for any help in advance!

Dante

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your only "Option" pun intended is to have 3 esp's. option1.esp, option2.esp, option1+2.esp. Not elegant but I tried some of that and it simply will not behave. I don't know if we just don't have enough information yet and need the GECK or if its simply not doable.

 

Robert

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yes but unfortunatelly the actual problem has 31 options, not 2. :) so that's not an option.

but thanks for answering. maybe I have to wait for the CK then...

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Custom script would work best

Exactly.

Welcome to the problem with level list and no bashed patch for players to use.

Each edit you're are doing is an override to that level list, and as such only the last override wins and shows up, so failure by design I suppose.

The easiest way around this is a script that adds items to the level list as this avoids/doesnt count as overriding it.

In the future you'll have the option to make players create a "bashed patch" that combines the level list overrides to avoid conflict between them.

Edited by lilkandeekid
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thanks guys for your input. so right now I started to figure out how scripting works. in the future I hope we'll have more tools solving such things for FO4 as well.

thanks again!

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