keshi Posted June 11, 2012 Share Posted June 11, 2012 (edited) What kind of bugs me is that there is a great amount of realy cool mods that adds awsome, or at last neat and prectical equipment, but most of the time Dovakin is the only one that gets to use it. As the world is already revolving only arround our super-gal (or dude) that feels a little odd, specialy for us immersion freakos. Im not very experienced with the creation kit but i understand that this also has something to do with incompability problems between mods that alter loot lists. Also, sometimes authors might not care if the Item is also present in the gameworld. I guess a mod that lets the player costomize a kind of a lootpool could fix that.The mod could take the form of a fourth wall breaking room of loot, a godroom where all equipment that was added to the game by mods is present. Somehow skripts would have to scan for avery new items added by mods, but im not sure if that is possible. The room could then contain several container that represent basic loot lists, like for bandits, draugher, dragons and so on. Also somehow differenciating rarity, like "bandits common", "bandits rare stuff"? These should already contain all the items that could be spawned by this lootlists, independent from the leveling ot the items. The player can now remove and add items at will and from this moment on the game should use the items in the containers as possible loot and quipment for the corresponding NPCs, still checking the level of the items. Some containers could also define general spawns that appear independet from level... Could that aktually be done skriptwise? Edited June 11, 2012 by keshi Link to comment Share on other sites More sharing options...
Rennn Posted June 12, 2012 Share Posted June 12, 2012 I doubt that could be done, but I'm not a scripter so I'm not sure. Link to comment Share on other sites More sharing options...
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