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[LE] Editing Spawn Chances


Tilo77

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Hi everyone.

 

So I'm quite new to using the creation kit. I'm currently editing the mod OBIS - which is a great mod.

 

However, I want to make the OBIS bandits (or certain types) a bit rarer, and the generic bandits more common. Otherwise, they look less like a group of desperate barbarians, and more like an angry circus troupe. :happy:

 

So, how would I go about this?

Edited by Tilo77
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In order to do this you'll need to find out what does the mod uses to spawn actors, does it uses Story Manager, does it uses scripts and if so where are the scripts applied to, to a quest - to trigger boxes - to xMarkers or whatever else it might be using.


This will need some digging up from your part, a better solution would be to contact the mod owner to show you the door.


* I don't know the mod so i can provide further assistance.

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You're right, I need to add a lot more specific detail. Well I don't know if this is specific enough, but it adds bandits to the levelled lists, as encounters.

 

For example: the Butcher Bandit, it has a long list of Butcher Bandits in the Actor section. Then it also has a list of categories in LeveledCharacters:

 

LCharBanditButcher.

SubCharBandit01Butcher

SubCharBandit02Butcher

SubCharBandit03Butcher

 

and so on. So I get that this just adds variety to the level lists with the random spawns for bandits.

 

It adds a lot of special mage bandits to the level lists which I would like to be rarer. (Skyrim is culturally anti-magic, after-all.) So I figured the only way I could do this is by "diluting" them, by duplicating the melee bandits. But this is where I get confused, as I can either dupe the Bandits under Actor, or Lchar and SubChar bandit groups in LeveledCharacter.

 

I asked the modder, and he responded: "You would have to put more instances of the Butcher Bandit list in the much larger list of all the bandits so there's a greater chance Butcher bandits will be selected.."

 

Does this make sense to anyone? :laugh:

 

Edit:

 

I think I figured it out. I can select new within the Lchar encounters, and stack the level lists. Is there any risk to doing this?

Edited by Tilo77
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What the mod author is talking about is common practice even in the vanilla game. Let's explain by way of an example.

 

A merchant sells swords from a levelled list. He always has 2 swords from that list in his merchant chest (which is what he accesses when the player trades with him).

 

The list is...

 

level 1, count 1, steel sword

level 1, count 1, iron sword

level 4, count 1, dwarven sword

level 5, count 1, elven sword

level 10, count 1, daedric sword

 

The list is set to calculate for each item in count, calculate for all levels <= Pc's level.

 

If the player is above level 10, the game will pick randomly from all of the items and then do it again as his chest needs 2 items from that list. There's as much chance of 1 or 2 daedric swords showing up as any of the other items. If you want to make it far more likely that the player gets an iron sword than the better ones, add more iron swords like this...

 

level 1, count 1, steel sword

level 1, count 1, iron sword

level 1, count 1, iron sword

level 1, count 1, iron sword

level 1, count 1, iron sword

level 4, count 1, dwarven sword

level 5, count 1, elven sword

level 10, count 1, daedric sword

 

Now he's 4 times more likely to sell an iron sword than a daedric sword or any of the others.

 

If you simply inceased the count for the iron sword to 4, there would be the same chance of that item being selected but when it was, 4 iron swords would be added to his chest. The chance of a daedric sword being there at any one time would be just the same as it was before.

 

Do a similar thing with the steel, elven and dwarven swords and now, regardless of the player level you've biased the selection towards the weaker weapons.

 

Check out LItemsword... it does just this and that's what the mod author is talking about.

 

I hope that's clear?

 

There's no risk in doing something like this.

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