hexef Posted May 8, 2016 Share Posted May 8, 2016 (edited) Hi. I am trying to make a legendary weapon drop system like in Fallout 4 through leveled lists. The problem I encounter is that I don't know how to make my legendary weapon have a 5% drop chance. For example, let's say I have a legendary laser rifle with a 5% drop chance. I've created a new leveled list with the legendary laser rifle with chance none of 95 ( which means the legendary LR will have a 5% drop chance ). The problem now is how can I make it so that if the game doesn't roll the legendary LR ( which is a 95 out of 100 chance ), the leveled list generates a normal vanilla LR ? A badly optimized solution is creating a leveled list containing 95 instances of the vanilla LR and 5 instances of the legendary LR, but this is very dirty and messy in terms of optimization. Another solution is making 2 leveled lists. The first one contains only the legendary LR with a chance none of 95. The second one ( with chance none of 0 ) contains 2 elements: the vanilla LR and the first leveled list previously mentioned. So now if the game doesn't roll the 5% of the legendary LR, it will generate a vanilla LR. But there is another problem: if the game rolls the 5% chance of the legendary LR, then the game will also generate the vanilla LR, which means it will generate both of the weapons for the same NPC/container. Any other solutions ? Thanks for the help. Edited May 8, 2016 by xqdcss Link to comment Share on other sites More sharing options...
PushTheWinButton Posted May 11, 2016 Share Posted May 11, 2016 I'd go for a fancy scripted solution which wouldn't use levelled lists but instead check an actor or container's weapons, roll a 5% chance in each to be legendary, then replace the items accordingly. Then again I'm me, so I would do that. But no, your only simple option is to go for a levelled list with the 1 in 20 ratio in order to result in a 5% chance of a legendary. You'd also need to make a "Cond" levelled list for each legendary weapon, and use that when making the weighted list, so that they have varying condition when they spawn, too. Link to comment Share on other sites More sharing options...
hexef Posted May 13, 2016 Author Share Posted May 13, 2016 I'm almost certain I will go with the 1:20 ratio solution because it is easier to make. Also, thanks for mentioning this, I've forgot about fraction simplifications, lol. The reason I was thinking about making a list of 95 instances of common weapons and 5 of legendary was because I forgot about fraction simplifying... So a 5:95 ratio is equal to 1:19 ratio, which is much, much easier to implement. Thanks a lot for clearing this up for me. Link to comment Share on other sites More sharing options...
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