YouDoNotKnowMyName Posted April 13, 2021 Share Posted April 13, 2021 Good evening everybody! I am back with a question that doesn't have a "technically right" answer: How to decide at which level a custom weapon should start to appear (leveled lists)? I know how to get custom weapons into leveld lists via "injection", so I am not looking for a tutorial on how to do LL injection via script, there are already some great tutorials for that. A bit of context:I recently merged all of the "custom weapon" mods that I have installed into one esp.And I decided to delete all the leveld list stuff from that esp and to redo it.I did that because lots of mods had conflicting LL inject stuff (scripts / quests named the same, so some weapons would not spwan or there would be errors. And it is easier to redo something from scratch then to try to fix it!) So, how should I determine at what level those custom weapons should start to appear? I know that the answer will be "it depends" (it always depends ...) and that there is no "formula" (based on damage or something like that) to calculate the ideal level for a weapon to start to appear, but maybe somebody can give me some guidance with this. I am already pretty sure about how "rare" which weapons shold be (some of them only "hand placed" at certain locations that make sense), but like I said, I am not sure about at which level they should start to appear. Any help would be appreciated ... Link to comment Share on other sites More sharing options...
SKKmods Posted April 13, 2021 Share Posted April 13, 2021 Lets start with what a level actually means in your game ? Not to Bethesda or random bloke reading this thread, but *you*. The common increments are actor health, weapon damage, armor rating & etc which drives player behaviour though dopamine/seratonin hits from progression and unlocks. Whereas I configure games where everyone has the same flat health/damage forever which means no levelling at all, just different volumes of actors and speed/aim models to emulate skills. Perks/skins/booty come from kills. My model is different to your model, see ? So what are you trying to achieve by keying the unlock of weapons to player level ? Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted April 14, 2021 Author Share Posted April 14, 2021 Lets start with what a level actually means in your game ? Not to Bethesda or random bloke reading this thread, but *you*. The common increments are actor health, weapon damage, armor rating & etc which drives player behaviour though dopamine/seratonin hits from progression and unlocks. Whereas I configure games where everyone has the same flat health/damage forever which means no levelling at all, just different volumes of actors and speed/aim models to emulate skills. Perks/skins/booty come from kills. My model is different to your model, see ? So what are you trying to achieve by keying the unlock of weapons to player level ?I don't know. I never thought about these things.I wanted to make the weapons start to appear at a certain level, just because "that is how things are usually done". But you are right!The whole point of modding is to make the game perfect for "me", not for somebody else. So, I guess, I need to figure out how I want the game to be.Or just try different things and see how the gameplay "feels". Link to comment Share on other sites More sharing options...
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