silven88 Posted March 20, 2012 Author Share Posted March 20, 2012 (edited) Wow thanks for the screens mate! This all makes sense. I suppose that's something I'll have to look into later in the future when I know more about scripting. Or maybe perhaps some scripting genius that happens to walk through here will share some knowledge with us...... :) Edited March 20, 2012 by silven88 Link to comment Share on other sites More sharing options...
icecreamassassin Posted April 29, 2014 Share Posted April 29, 2014 (edited) What you are looking for is the container named FcHawkGo it has the items inside it which hawks give when you hunt them and loot them. In order to have a "chance" to get something instead of a guarentee, you want to set up a leveleditem list with the items in it and set the "Chance none" box to whatever % of chance out of 100 that you want it to NOT drop. I will give you a word of warning though and this is modding 101: if this is for your personal use, great, if you plan on distributing it in this fashion, you MUST let people know to use a Bash patch with your mod because the general etiquette of modding is to NEVER alter the base items in the game. MOST experienced modders go to great lengths to facilitate the changes IN GAME so that they are not editing the base items. The reason for this is that all data in Skyrim is overwrite priority (meaning the last mod loaded that alters an object in the game wins out over all other mods loaded that change that same item). Bash patch basically looks inside all loaded mods for object ID's that are identical and essentially becomes the "load me last" mod which adds ALL the affected changes to those common items between the other mods. It essentially takes inventory of all changes and applies them, but not all players use Wyre Bash and any who don't will find major conflicts with either your mod or another person's mod and the domino effect can cause issues with things utterly unrelated by way of butterfly effect. You add a few items that are conflicted and suddenly the court in Solitude stands in one place 24/7 lol So instead of dropping stuff into a merchant's sell chest, or adding items to a death list, we have to use scripts attached to quests (which are basically task handlers in addition to in game missions) which set them in motion to add the forms of objects into other objects... It is a terrible amount of work, and I honestly still have not gotten a clear answer on the best way to add merchant inventory in fact, but I thought I'd share some insight while answering your question Oh and the best data you can gain by looking at scripts is to hit the property button rather than viewing the code iteself. The code can just be confusing because the variables aren't defined, but by viewing the properties you can see what the code is actually referring to, for instance that's how I found the hawk container, by looking at the critter script properties and seeing the container it referred to. Basically the hawk is not a creature, it's an animated activator that functions on strike and plays a set animation, spawns a dead reference at you, does some other dust effects and such and treats the placed dead hawk like a container essentially and then disables it after looting, kinda nifty Edited April 30, 2014 by icecreamassassin Link to comment Share on other sites More sharing options...
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