How can I add more misc items on wild animals ?

Post » Mon Jun 18, 2012 9:44 am

Hi.

I already asked that one or two days ago, but nobody seemed to know (or nobody wanted to answer, I dunno).

I would like to add an effect on a new perk, allowing the player to find more misc items (like pelts) on wilds animals.

I test since 3 days, but I'm not enough experienced yet, between all options and buttons and conditions, and the papyrus over that... I didn't find any way to do that ; Fore sure, I don't want to edit all NPC creatures one by one...

Does someone can tell me how I can do that, please ?
It would be very cool.

And sorry for my bad english, sometimes.
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P PoLlo
 
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Post » Mon Jun 18, 2012 10:00 am

Still no one ? :/
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Damian Parsons
 
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Post » Mon Jun 18, 2012 6:57 pm

Well, you can change what items are in the inventory of the wild animals by edited the base file for that type of animal, elk for example. There is a tab for it.


Now, as for how to make them only available after certain player requirements are achieved I don't know, but I have a few ideas. (these are all just untested thoughts by a novice)

You could just make an additional animal. Like a "trophy elk" instead of "elk" and place them in the game world in addition to the regular elk with a script that only lets them generate "only if______.."

You could also make it larger, faster, more health, with a largeR "large antler" item in inventory that could be used to make an even largeR wall mount. We are getting pretty far off your original question, but I tihnk you could do a lot of neat things with this idea. Its been on my to-do list actually.

There also may be a way to change the leveled list of inventory items for leveledactor elk that you place in the world. Then, it wouldn't be tied to the skill tree necessarily, but to the level of the player. There may even be a way for the leveled actors to be tied to the skill tree. I'm not sure.

Hopefully that will at least give you some things to think about.
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Sweet Blighty
 
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Post » Mon Jun 18, 2012 8:43 am

you wouldn't need to edit _all_ the creatures, just the base creatures (most creatures are templates from these).
or maybe in this case, it would be easier to not actually add the items to the critters at all, but to have the perk add them. like, if you activate the dead animal, first it adds them the desired items and then opens their inventory after that (just some vague idea)
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Batricia Alele
 
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Post » Mon Jun 18, 2012 10:09 am

Thank you two.

Yes, it give me somes ideas.
In fact, I'm working on a Hunter Tree working with with marksman, and that's one of the Perks.

I think I will try to have the perk add those items on dead creatures. It seems to be a good idea.
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Hussnein Amin
 
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Post » Mon Jun 18, 2012 10:19 am

Hi again.

As I'm still a CK newbie trying many differents things to learn, I'm now stuck on a probbaly very simple script.

I followed the www.creationkit.com tutorials, and the AddForm page example to do something, but all what I do is false. Always false.
So, I'm still strying to do this perk, calling a script to add items to several LeveledItem lists.
For example, I'm trying to add, when the the player has the perk, the item BearPelt to the LeveledItem DeathItemBear, in order to have 2 pieces of this item instead of 1 in the list, because there was already one by default (I guess I should do like that).

I created a script, scn scriptname extends form, with this line :

DeathItemBear.AddForm(BearPelt, 1, 1) native

But it's clearly not good (I can't compile), and as I'm not familiar with Scripts yet, I tried many things, but no one works and I can't see what's false.
I'm not as good to learn alone or with juste a "tutorial" explanation of AddForm.

Can someone tell me where's the error(s) in that ?

And if it's not the good way to do, I'm all open to hints.

Thank you.
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My blood
 
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Post » Mon Jun 18, 2012 6:50 pm

dropped items controlled by perks such as treasure hunter and golden touch, or even just the player's current level are all controlled by Leveled Lists - LVLI

you can edit or create your own and apply whatever conditions you need to drop more items. you dont need a script to do this. the functionality already exists in vanilla skyrim
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Chenae Butler
 
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Post » Mon Jun 18, 2012 2:54 pm

Oh ! Good thing.

So, for each "wild animal" I want to gather more misc items, all I have to do is to create my own list, and set for condition "the player has the perk" ?

That seems easiest as what I tried to do. I will try that.

Edit : and thank you.
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Nathan Barker
 
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Post » Mon Jun 18, 2012 8:50 am

you should create separate leveled lists for each animal type (you dont want skeevers dropping wolf pelts). you can add conditions in the CK that check for perks and/or player level.

just open up one of the level lists that is affected by one of the xisting perks (like treasure hunter). you can look in something like dragon corpse, those have lots of level info with all kinds of conditions

and also remember, you can put level lists inside level lists.... cue inception gong
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Beth Belcher
 
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Post » Mon Jun 18, 2012 6:49 am

Yes, that's what I meaned. I'm not english native, so maybe what I say is not understandable as it should, but I understanded what you say.
TY. I will try that.
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brandon frier
 
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Post » Mon Jun 18, 2012 10:48 am

oh and i forgot to mention, you can also embed level lists within level lists to affect rate of chance (i think the property is called chane in none, or something)
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Bad News Rogers
 
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Post » Mon Jun 18, 2012 3:32 pm

Yes. I saw that.
I'm now seeking for the condition slot in the LVLI or on the NPC to switch the lists, I will find it.
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Joanne Crump
 
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Post » Mon Jun 18, 2012 4:19 pm

Ok. I'm maybe stupid, I don't find -_-
I can change the death item on the bear, but I can't find where I can set up a new death item with a perk condition.

I don't give up. I will find.

I saw I have to create a global. It should be that.
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Rhysa Hughes
 
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Post » Mon Jun 18, 2012 7:16 am

the death item can be a level list that contains 2 separate level lists. one would be the list that holds the normal items like regular pelt and claws, the second level list will contain your conditions and perk triggers, and that can hold additional items
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Peter lopez
 
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Post » Mon Jun 18, 2012 8:15 pm

In fact, i didn't find where to check any box or set any condition in the items lists for that :
your conditions and perk triggers
The only thing I found is a "Use global" and I don't know how to create global in this list.

So, I'm modifiying the perk, to add entry point "Add Leveled List on Death". I hope it will work.
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JUan Martinez
 
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Post » Mon Jun 18, 2012 8:38 pm

Doesn't work this way. I will try again and again. I will find that, promise. I have many things to learn and I will learn.
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James Rhead
 
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