Fegeer Posted August 23, 2018 Share Posted August 23, 2018 Hello, everyone! I know levelled lists creation has been discussed a million times already with tons of tutorials. But I have a specific question to ask. Been using this method (non scripted) and it is working fine: And the question - what additional steps should I take, if I want to integrate not a basic model, but a gun with random mods attached to it? Say, the very same pink minigun, but with a chance of random mod attached to the weapon. Thank you in advance! Link to comment Share on other sites More sharing options...
ZeroAndOne Posted August 23, 2018 Share Posted August 23, 2018 You might have meant for this to go in Fallout 4 Creation Kit and Modders ??? I'm not really sure, but it seems like WEAP might have a base model or no base model. Some modder made weapons when called on pull a random version of the weapon. I think this has to do with if the WEAP has a default or standard. I prefer standard models. Like a Automatron Protectron. When we craft a Automatron, it defaults to the standard model, this is the Protectron NPC. The pieces that make up that, like the arms. Have mod parts that add onto that base. If I wanted it to always spawn as a fully built Police Protectron, then it's just putting those mod forms onto the base Actor. Weapons are the same way, but its Combonations. I prefer to use xEdit. Creation GECK is faster for some specific things. xEdit we just have to not click/wait/click on certain boxes that will call up all existing FormIds. These mods or parts of weapons contain many of the weapon characteristics, bunch of that is via Keywords. FO4edit (xEdit) Combonations Creation GECK Object Template Inside WEAP FormId ??? Link to comment Share on other sites More sharing options...
Fegeer Posted August 23, 2018 Author Share Posted August 23, 2018 Thanks, that much is clear. I have set up Object Mod Template Item. How do I properly link it with leveled list entry? Just put a keyword in the LL entry? Link to comment Share on other sites More sharing options...
ZeroAndOne Posted August 24, 2018 Share Posted August 24, 2018 So like, if the weapon has other combonations, that's all in the Object Template. But I typically view this in FO4 Edit, it's easy to see which is what, and if like, delete all that useless crap. Kind of the way Leveled List is crap. LL is done via Papyrus script now, and it's pretty easy to do that. The reason why is because every other stoopid person on the side walk as they walk to catch a train into let's make a mod town, all of them touch the Leveled List, and all of them lack the understanding or perception that this is what is used to balance the game over levels 1 to 256, mainly in what equipment the other actors have. So right there, 254 mods, Leveled Lists are always broken, hence the Papyrus Script that injects it instead. You still need the standard version of the weapon that has the mod. But I mean, if your object modification or weapon edit was any good you would want to put that directly into the game on the actors you wanted to have it. As a example I noticed these actors weapons sucked & they were weak, lame, squishy wastelanders. Find that actor, ditch the streamline pipeline industry speed standard of setting inventories of actors via a single generic list which changes as the player levels up. If you are going to gear out Actors, then don't beat around the bush. Go into those actor's inventories & set it up to be standalone (so it doesn't touch anything else in the game) as a example a different generic spawn that is a marker that places your actor in the world, which also has the correct inventory of gear appropriate for what it is you are trying to do. I mean, s***, unless you are trying to equip your weapon to everyone in the game. That happens enough already, and to be honest I usually go in there & disable the start enabled quest that injects weapons into my LL because THOSE WEAPONS ARE HORRIBLY UNBALANCING A GAME THAT'S ALREADY HORRIBLY UNBALANCED! LOL yeah. If it's a mod for release to other users, then do it right, don't upload some weak stuff just because you got the urge to become a modder. 1. Make the Ai for the actor, fighting style, this is combat style, the Ai for the bot, make it custom, it's easy. 2. Set the weapons by range engage distance, tactically. Long, Medium, and Short range weapons which are all locked to the Ai's ability to use it by distance settings inside the weapons. Then make another for either Melee range or Unarmed, then make a noted separation between your two created combat styles so that one will charge & melee, an teh other will unarmed. 3. Make the Ai use bullets, ammo, you know that stuff we have to find or make to shoot stuff with. This way also besides switching between weapons which have greater accuracy by the distance at which it's used. The actor will also run out of ammo & calculate Ai search radius for a better weapon and/or ammo as it's making it's flight of fight calculation. 4. Make duplicate actors to set up in this way. Link it to the already created face templates to save time, but your custom content is contained inside custom actors. Place those in the world. Start with combat testing in a quarantined environment. Then place the actors in places where it's needed. For example, Navmesh the roofs, put them up there, add in ladders/stairs so the actor can run down to the ground, or hide in a garbage can up there. 5. Dress the actors in clothing or armor according to their status in the Wasteland. No Waste Rats With Mini Guns & Power Armor. Speaking of Power Armor, set those up with vast amounts of health on the PA, so it won't explode instantly as it does in the vanilla game. 6. Continue developing whatever it is that you wanted to do with a Leveled List. I wouldn't do it with Leveled List, because the vanilla ones are not that good, doesn't factor into what we actually need or want as gamers, so maybe this helps, I don't know. You have to learn what it is you want to make, then learn how. Watch the videos, if you can't figure it out, try reading about it? Go to the official Creation SDK Wiki, look at the Wiki here, ask on forums here or Bethesda.net? I don't know what to tell you. To answer your question, you need a entry inside the leveled list that points to your specific version of the weapon. I'm not sure you can even do that with the Creation Geck, even then, I wouldn't do it like that, I would find the Leveled List, then type in the FormId for the WEAP form, that's the weapon. You would go into the game & player.additem 0000000 1 to see if the game adds this weapon in random configurations, if it does that, then just add the Form ID number to the leveled list, set the level, see if it's calculated for each one or for all in the list. Spawn a bunch of those actors & kill them however you like, with game play or via console command. Look for the content you added. I'm just guessing. Are there lists for specific configurations of weapons, for example a list of weapons for Raiders which increasingly mod the weapon, or is it random. Does the weapon have a legendary version, is that in the template. Go ask in the Creation GECK Forum. Link to comment Share on other sites More sharing options...
Fegeer Posted August 24, 2018 Author Share Posted August 24, 2018 Working around different parameters. What does parameter "Chance None" mean in the leveled list entry? 50% chance to spawn with another gun or with bare hands? Link to comment Share on other sites More sharing options...
Deleted3082751User Posted August 24, 2018 Share Posted August 24, 2018 (edited) the Chance None parameter is a user defined value that determines the likeliness of something spawning (via leveled lists), a value of 0 = guaranteed to spawn (the game will randomly choose an item from all items in an leveled list that use a value of 0 in the chance none parameter, and then takes the other parameters in to the equation, to finally decide what to actually spawn in game) a value of 100 = impossible to spawn (the game will skip items that use 100 as a Chance none parameter, essentially disabling the leveled list) its basically a percentage based value. just remember that the lower the value you type, the higher the chance that something will have to spawn between all items in this leveled list. Note: this parameter should be read as the Odds between No Chance (first) and Chance (second). (basically meaning, the lower number for No Chance, means the higher the Chance will be) so yea typing 50 in the chance none parameter, means a random item out of all items in this leveled list, has a 50% chance of spawning, if the leveled list only contains a single item, then that item will only have a 50% chance of spawning in game. Edited August 24, 2018 by Guest Link to comment Share on other sites More sharing options...
Fegeer Posted August 24, 2018 Author Share Posted August 24, 2018 Thanks! This is clear now. ) Another question: While creating a new template (OBTS) what does "Addon index" mean? I checked several mods - it usually has meaning of "1" or "-1". Link to comment Share on other sites More sharing options...
Deleted3082751User Posted August 24, 2018 Share Posted August 24, 2018 (edited) the way i understand it is this, (going to use lights that have special fx as an example) for lights that use addon nodes, such as the mirror ball, it uses an index of the nif file (Mesh), so this means, the addon index determines where a light fx should be placed on the mesh file (Nif). i imagine the above would apply to weapons as well, basically meaning, the addon index would be the location of the mesh file, where for example Scopes should be applied to to get the index number, you need to open the mesh file in nif scope. and click on the the gun on nif scope which will highlight the index number of the part of the gun you have clicked on. i will note i do not know how to make weapons from scratch, so this above is my speculation. however i do know how lights work in the game. i could be wrong on this however, as i have spent very minimal time on mesh files, and even less time in nif scope. so basically again speculating here, Addon Index = a List of numbers, that each correspond to a specific part of a mesh file or in this case .Nif File (as the numbers would be found in nif scope) i am pretty confident in my understanding of it, but yea, i could be wrong. so all of this is literally me guessing. Edited August 24, 2018 by Guest Link to comment Share on other sites More sharing options...
Deleted49413338User Posted August 25, 2018 Share Posted August 25, 2018 I am not 100 percent sure but with the Chance of None parameter, I believe you need to enter a value of 255 if you don't want something to spawn at all? I could be wrong, but I recall setting it to 100 and still having that item spawn. Link to comment Share on other sites More sharing options...
Deleted3082751User Posted August 25, 2018 Share Posted August 25, 2018 (edited) I am not 100 percent sure but with the Chance of None parameter, I believe you need to enter a value of 255 if you don't want something to spawn at all? I could be wrong, but I recall setting it to 100 and still having that item spawn. are sure that leveled list was not connected to another list, as fallout 4 has a few types of leveled lists for the same items, which are connected to each other. so basically many leveled lists are inside other leveled lists, not too mention it has many of the same items in multiple different leveled lists. so disabling 1 of the leveled lists, will not prevent the others and thus still spawn the same item. granted i am basing the maximum of 100 based on skyrim, where that was the maximum value for chance none, i know this because i created a mod that had thousands of custom leveled lists, some of which were disabled via the 100 value, and never spawned in the game so if 255 is indeed correct, then fallout 4s leveled list parameters are definitely different to skyrim, which would not suprise me to be fair, as certain actor values that worked on skyrim no longer work properly on fallout 4, such as the movementspeedmult (movement speed multiplier actor value), which they created a new version of this for fallout 4. Edited August 25, 2018 by Guest Link to comment Share on other sites More sharing options...
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