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Levelled Lists in Merchant Containers


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Hi there,

 

So I'm making a little sub-mod for Requiem on the Bandoliers mod. As part of it, I want the different categories of bandoliers to be distributed different merchants ie. alchemist merchants to sell some of the vial bandoliers etc etc. I've made level lists to put these items into their respective category, then added that level list to an existing level list that the merchant container uses (for example, LItemMiscVendorMiscItems75), understanding that that level list will likely draw randomly from the list. As an example. I don't want these items to always show up at these merchants every time and get that the lists have chance none variables on them but I can't seem to get them to show up at all with this method. If I add the items individually to the merchant containers then it works as expected but not if I add them in a list (there's a lot to do by doing it this way). So I'm wondering if I need to pay attention the the flags I have set on the level lists or something (I'm not all that knowledgeable about how they affect things). Or just wondering what I'm doing wrong. I do not have any level list overrides or mod conflicts or anything like that.

 

Thanks

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Post your LL setup. Nested Leveled lists should work fine in the merchant chest. There's a 25% chance none for the misc75 list, so if you're setting % chance none as well you might just be getting bad rolls. Have you tried just adding your list directly with a 0 in chance none?

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I'm not sure why they wouldn't be showing up, but I would always add items to vanilla lists or chests with a script, because it ensures maximum compatibility.

 

Example script:

 

 

Scriptname MyModInitScript extends Quest

LeveledItem Property LItemMiscVendorMiscItems75 Auto
Form Property MyItem Auto 

Event OnInit()
    Utility.Wait(1)
    LItemMiscVendorMiscItems75.AddForm(MyItem, 1, 1) ;adds form to leveled item at level 1 with count of 1
    Utility.Wait(1)
    Self.Stop() ;stops this quest
EndEvent

 

 

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