gob2 Posted January 1, 2019 Share Posted January 1, 2019 Hello. As an aside to this thread ( https://forums.nexusmods.com/index.php?/topic/7223001-severable-dismemberment-help-requested/ ), I have a question I thought unrelated enough to make it's own thread. One of the things I've been messing with for some time is large LChar lists for leveled actors. Specifically I've made several dozen new bodydata and race entries for each state of dismemberment. For example, if I want a human actor whose left arm and right leg have a chance to explode but not the other limbs, that's its own bodydata and race and actor. Each actor gets put in a LChar list and that's how the dismemberment becomes "random". When you start adding in more than one "type" of actor - say you want a Lvl actor to have human and supermutant possibilities - and each actor type means several LChar entries, then eventually what you have is several nested LChar lists. Since I eventually plan to have leveled actors with a number of different types, I did a little math and found one Leveled actor could potentially have hundreds or even a thousand LChar possibilities when I'm done. I've read about script bloat from things like the named settlers mod, and since this is not the same thing I figured I'd better ask. I got kind of deep into this mod idea before I thought, "Wait a minute. Is this stupid?" How many LChar lists are too much? What is the strain of, say, a varied-look-and-gender raider leveled list template relying on separate actor entries versus something script heavy? Okay gonna wrap this up. Thanks for looking. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted January 1, 2019 Share Posted January 1, 2019 You would also need to consider Armors, clothing and armor mods right? they are assigned by race You would need to add your new races to every armor and armor addon in the game, or possibly a form list. That's not to mention Armor and clothing mods. Idk about weapons. Link to comment Share on other sites More sharing options...
gob2 Posted January 1, 2019 Author Share Posted January 1, 2019 You would also need to consider Armors, clothing and armor mods right? they are assigned by race You would need to add your new races to every armor and armor addon in the game, or possibly a form list. That's not to mention Armor and clothing mods. Idk about weapons. For humans, synths, ghouls, and supermutants it's not quite as bad as all that :) All of them already have armors you can template off of, and if you base a new race off an existing one the Creation Kit will thankfully allow your new race to use the base's armors if you tick the right box on the first race tab, I forget exactly what it's called. For weapons Supermutants are limited to 2handers but there's a mod that changes that, I think. For other races, yeah, you're going to have to make some stuff. But it's doable. I don't have much done, but it's out of laziness, not difficulty. Link to comment Share on other sites More sharing options...
PhanomGames Posted January 2, 2019 Share Posted January 2, 2019 I've got an in progress mod where I have pretty much every "generic" npc of every level tier in a leveled list, each with custom (and multiple new) leveled lists for each of them, scripts on several races to track the population of each, and 4,000~ new spawns using those leveled lists across the commonwealth. I've done probably 30 full runs of turning on TGM, increasing my speed, and running across the entire commonwealth making sure this doesn't cause problems, and to date, I haven't had any (Except for the fact that I put down several hundred Medium/Hard/Very hard spawns before I learned they'll always spawn the exact same thing in the same area) Oh also I get this warning from the scripted actors, but it doesn't seem to cause any issues MASTERFILE: LVLN 'LCharRaider' (00022E48) LeveledCharacter 'LCharRaider' (00022E48) contains scripted actors.Remove actor 'EncRaider04' (000758B1). https://i.imgur.com/f6cbs1G.png It's something you just don't need to worry about. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted January 2, 2019 Share Posted January 2, 2019 You would also need to consider Armors, clothing and armor mods right? they are assigned by race You would need to add your new races to every armor and armor addon in the game, or possibly a form list. That's not to mention Armor and clothing mods. Idk about weapons. Yeah I think it would be simply just adding the races to the Additional Races section in both the Armor and Armor addons. A lot of mods do this for Nic Valentine since he is a stand alone race. Just meant if you were to create several dozen races for each stage of dismemberment you would have to enter those all into the Additional Races section of every piece of Armor and Armor Addons in the game. It would be pretty tedious I imagine, but easy, yes. Unless there is different way to do it. Anyway, Sounds like you have the patience. Repetitive grindy stuff like that is usually what will kill an idea I have. I have so many started but never finished things. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted January 6, 2019 Share Posted January 6, 2019 You might be able to help me, I currently created a LVNPC that points to an LChar as its template. inside the LChar list is only one Enc-type Npc, with multiple level entries. But this npc has an outfit that is a LL of armors/skins. To be specific they are feral ghouls I made. I created a few army uniform skins and that is what is in the LL of armors/skins. The LvlNpc is one that is repeatedly placed into National Guard Armory. There are a few of them and I repeated the same steps for all, including the LootCorpse npcs that are placed there. If you follow the path from the LvlNpc's > LChar list>EncNpc >Outfit >armor >armor-addons there is only the military outifts there. these also include underskins and heads so they are just one record. The thing is though, Feral ghouls from the regular Lchar list (all the original old ghouls) are still spawining inside the National Guard Armory. I made the changes outside of that cell in xedit and then even waited 3 days for a cell reset before going there. There are some army ghouls but mostly it seems mixed and random. I made sure I found every npc placed in that cell and replaced them.. idk what is causing this? Are there Spawn markers in interior cells or are all npcs hand placed? Link to comment Share on other sites More sharing options...
gob2 Posted January 7, 2019 Author Share Posted January 7, 2019 Well, glancing at the npc placements for nationalguardtrainingyard01 (through03), you've got lvlferalghoul, lvlferalghoulambush, lvlferalghoulaggro800 (and512), encferalghoul01template, lvlferalghoulglowingoneambush, lvlferalghoulboss1200, and loot_corpseferalghoul01,02,04,05. You've also got the protectrons if you want to replace those. The corpses seem to be templated off enc- npcs rather than LChars. I guess you could make your own loot_corpses templated off your LChar list, disable the normal ones and plant yours instead. I haven't done that yet though, so grain of salt. Ditto for encferalghoul01template, the rest if I'm reading it right template off LCharferalghoul except the glowingone and the boss. Also I don't really know your preferred method, I guess I would disable the ones in there and put in your own. For the ambushes I *think* you'd have to unlink them from their ambush furniture and hook your new ones up. On a side note sometimes disabled npcs are re-enabled by quest triggers, like even if you disable a trigger box in the cell an on-location-change quest trigger(event?) can re-enable them. I did a quick look and didn't see any, but I could easily have missed one. Finally, I haven't used xedit for npc replacement, just the CK. Hope this helps. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted January 8, 2019 Share Posted January 8, 2019 Ok, Yeah I made my own enctemplate as well as various Lchar templates and my own lvlferalgouls/ ambush/agrr0512-800. Its possible I missed some but I searched the records plenty. Most work as intended. Its not specifically linked to the ambush furniture I think, because two are regular while one do use a get up off the ground ambush. Its strange but, I think for now, its good enuff. Its only that I made a bunch of various ghouls and wanted all military types in there. Oddly though, they are set to respawn, which I could change I guess, but how do random ferals get into a sealed building over and over again? lol It would make sense if there was a hole in the wall or something. Link to comment Share on other sites More sharing options...
gob2 Posted January 10, 2019 Author Share Posted January 10, 2019 Ok, Yeah I made my own enctemplate as well as various Lchar templates and my own lvlferalgouls/ ambush/agrr0512-800. Its possible I missed some but I searched the records plenty. Most work as intended. Its not specifically linked to the ambush furniture I think, because two are regular while one do use a get up off the ground ambush. Its strange but, I think for now, its good enuff. Its only that I made a bunch of various ghouls and wanted all military types in there. Oddly though, they are set to respawn, which I could change I guess, but how do random ferals get into a sealed building over and over again? lol It would make sense if there was a hole in the wall or something. Howdy. Did you get this figured out? I'm curious and would love the knowledge for future endeavors. Also, on your More Feral Ghouls mod I read you'd gotten the "CTD when you shoot a specific thing" bug. I've had that before but it's intermittent. How did you fix that? Anyway, More Ferals looks...just wow neat. It looks really freakin' neat. Good luck with your mods! Link to comment Share on other sites More sharing options...
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