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[LE] Screwy LeveledItem behaviour -- uses NPC level.


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So, here's the setup:

I have a quest alias. That quest alias has a leveled list in its inventory tab, that it will add to the alias. That leveled list itself consists of a number of leveled lists, sometimes several deep. (So e.g. it picks a class of armour (iron/steel/orc/etc), then generates a random head, chest, etc, for each slot of armour within that class, resulting in a full set of whatever kind of armour with random enchantments).

 

When the alias target is an ordinary container, everything correctly.

 

When the alias target is an actor, however, only the first layer is selected properly -- the nested ones use the level of the actor, not the level of the PC. So if the PC is level 1000, the stuff above will generate top-quality armours -- ebony or daedric or whatever -- but always unenchanted. Modifying the actor in question to level with the player immediately produces the correct stuff, top-quality armour with top-quality enchantments.

 

This error does not occur when feeding items in via an AddItem(LeveledList). That processes correctly.

Edited by foamyesque
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If all else fails, if it's just the way this thing works... could you instead apply a template NPC which has the desired levelled list for an outfit? If he's a vanilla character then you might have to override his template parameters to get that to work. I don't know much about quests, let alone aliases, so I don't know how viable this is.

Edited by Kapteyn
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If all else fails, if it's just the way this thing works... could you instead apply a template NPC which has the desired levelled list for an outfit? If he's a vanilla character then you might have to override his template parameters to get that to work. I don't know much about quests, let alone aliases, so I don't know how viable this is.

That's not a feasible option here, unfortunately, not least because I intend to reuse this alias setup across somewhere north of a hundred NPCs.

 

My options are:

 

1. Have the NPCs set to level with the player. This is okay for stuff that the new ActorBase I've created for most of them -- but will run into problems if I want to apply the aliases to anything else, since I don't want to edit vanilla records if I can help it.

 

2. Move the inventory addition into a script-driven solution, with the relevant leveled list(s) being added through a property. I had a prior implementation that did this. It's unfortunately much clunkier and doesn't carry the added items through a cell reset without additional horsing around.

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