calubri Posted June 20, 2012 Share Posted June 20, 2012 Yeah topic title says it all, is there a way in creation kit to set an actor to spawn in places similar to, for instance, where draugr spawn? Or just anywhere across Skyrim? Random spawning of enemies and how frequent these spawns are and stuff like this? I didn't notice such a function yet in CK. Link to comment Share on other sites More sharing options...
David Brasher Posted June 20, 2012 Share Posted June 20, 2012 (edited) This type of work is done with the leveled lists. Let's say you created a new monster for Skyrim called a Jabberwock. You can make it appear at various times and places in the game along with bears and skeevers and things by adding it to various leveled lists. Leveled lists are found here: CK > Object Window > Leveled Character Edited June 20, 2012 by David Brasher Link to comment Share on other sites More sharing options...
calubri Posted June 20, 2012 Author Share Posted June 20, 2012 (edited) This type of work is done with the leveled lists. Let's say you created a new monster for Skyrim called a Jabberwock. You can make it appear at various times and places in the game along with bears and skeevers and things by adding it to various leveled lists. Leveled lists are found here: CK > Object Window > Leveled CharacterThanks brasher, that really helped me out. Edited June 20, 2012 by calubri Link to comment Share on other sites More sharing options...
gasti89 Posted June 20, 2012 Share Posted June 20, 2012 If you plan to release the mod, modifying Vanilla leveled lists isn't recommended. It will bring tons of conflicts with other mods that do the same. The best thing is copying the leveled list you want to add the NPC, rename it and manually add new spawn points replacing the vanilla ones. It's a pain but will ensure no conflicts. If you plan to keep the mod for yourself then you're ok. Link to comment Share on other sites More sharing options...
calubri Posted June 20, 2012 Author Share Posted June 20, 2012 If you plan to release the mod, modifying Vanilla leveled lists isn't recommended. It will bring tons of conflicts with other mods that do the same. The best thing is copying the leveled list you want to add the NPC, rename it and manually add new spawn points replacing the vanilla ones. It's a pain but will ensure no conflicts. If you plan to keep the mod for yourself then you're ok.It really sounds like a REAL pain manually placing spawn points across all of Skyrim, I think I really couldn't live with that. However, when modyifing the vanilla leveledcharlists, there are some npcs listed and sometimes duplicated which I assume makes the chances higher of these npcs specifically spawning. What I modify in this list is I add some entries, I don't delete anything. Now I must know: Say I add some new entries to LCharAnimalForestPredator, will this whole file/object be replaced if another mod is modifying it too OR will IN this file be the entries I added, added to whatever mod may modify this object as well? Link to comment Share on other sites More sharing options...
gasti89 Posted June 20, 2012 Share Posted June 20, 2012 From what i know, When you reach a spawn point wich this LChar, the game fills the leveled list. So it finds something new in your esp, and something new in the other. But your esp doesn't know what there is in the other, so the game will run into some issues. Known problems are: headless NPCs, naked NPCs, skating animals, broken radiant quests (find a giant quest, then notice it is a deer), wrong names on mobs. Link to comment Share on other sites More sharing options...
calubri Posted June 20, 2012 Author Share Posted June 20, 2012 (edited) Okay thanks, I'll see what would be best, I probably also kind of didn't make sense in my last post, but your info helped either way. Edited June 20, 2012 by calubri Link to comment Share on other sites More sharing options...
calubri Posted June 22, 2012 Author Share Posted June 22, 2012 Okay thanks, I'll see what would be best, I probably also kind of didn't make sense in my last post, but your info helped either way.Sorry for bumping this, but I need to bring this to your attention again, mainly I really don't know what to do, I just can't place them somewhere I believe would be good because the cell view is such a pain in the ar*e to navigate through, And I don't have this nice view like in skyrim when using nocollide, I'd have to manually search for a location in skyrim, get the nearest location's name, right-click-dragging about a hundred times to navigate to the wilderness cell in which the spot I intend the npc to spawn is, then finally place something there that makes the creatures spawn. It's a little bit tough for about 100 locations. Is there really not some easier way without modifying the vanilla files? Link to comment Share on other sites More sharing options...
gasti89 Posted June 22, 2012 Share Posted June 22, 2012 Not from my knowledge. I know it's stupid to do this for just one enemy. You can try using the common method (adding your dude to the LChar for animals) and wait for complains about what listed above ;) It's a matter of 2 mins, so if it brings problems you won't have waisted time. Link to comment Share on other sites More sharing options...
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