Help me with LeveledCharacters List PLEASE

Post » Sat Jun 23, 2012 10:23 pm

I been creating a few animals and tried adding them to the "LeveledCharacters" list, i want it so instead of spawning 1 or 2 wolves i want it so it spawns a pack of wolves, how do i manage this? also i added few actors into the list but some just never spawn in Skyrim, can anyone help?
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Tom
 
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Post » Sat Jun 23, 2012 9:31 pm

Anyone please? i need info about this to continue my mod.
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Floor Punch
 
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Post » Sun Jun 24, 2012 11:08 am

Come on, there is got to be someone who knows about this...
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Kelly Tomlinson
 
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Post » Sun Jun 24, 2012 1:00 am

Would have thought would have gotten some input already on this, i have gotten some new critters working in the gaming, adding to existing LVLN and creating new ones (if want to look have up on nexus, just search for critters and in it will find a stonecrab option thta has an esp with all the mod'd items that need to be made to get working in the game). Now 1st if want to change the number 1 to a higher value will have to use say TesVsnip and not the CK as it does not allow the number appearing to be changed otherwise will have to just place more 'M' markers on the map to generte more. What spawns is random based on your level .. so if look at the list you will see various levels listed and what spawns is generally closest = or less than your level unless ck the 2 boxes above the list of creatures. Can always make everything level 1 for testing which should give all creatures an equal chance, but if there are 10 creatures then each only has a 10% chance (thus why try to match levels to you for threats). Without further details I can not give much more hints as not sure where at in the mod ... might also just directly place the 'ENC..' for the actor on the map and then go there in the game and make sure showing OK and attack and do whatever want ... Will attempt to provide more but for how others did hit the nexus and grab say dogtown1 momod that just came up and look into the esp for hints as well as some of the others out .. best of luck

OH yeah another way is via scripting and activators to get a mass of things showing, but from above was sure not wanting to go this way ....
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John Moore
 
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Post » Sun Jun 24, 2012 1:24 am

Oh finally someone replies! i been getting ignored for more than a week, had to create couple threads... anyway, doing the method i explained above about adding a LeveledCharacter inside another LeveledCharacter i was able to set their "count" to as many as i want, but when i go to into Skyrim they do not spawn, the ODD thing is that if i use the console "player.placeatme 00083C2" it spawns a pack of wolves! then why is it not working on the spawn zones?
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Victoria Vasileva
 
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Post » Sat Jun 23, 2012 11:07 pm

I took a look at the Civil Unrest mod but didnt really understand how he manage to spawn so many characters into a spawn point, maybe he did it on a script? anyway, i am still in need of help.
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Sarah MacLeod
 
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Post » Sun Jun 24, 2012 7:03 am

Cant anyone help? damn it... it must be harder than i thought...
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Robyn Howlett
 
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Post » Sat Jun 23, 2012 9:06 pm

Below are some of the things need to make sure have changed and aligned to your add actor/creature ... within these you have to make sure that they point to each other. Also not knowing what other mods you may have loaded and your load order since you have added to existing LVLN if using some of the other mods and they are loaded after yours then they are used not yours (unless make a Bash patch). Additionally might have to wait or force a cell respawn for the changes to take effect ... with the mod I did for stonecrabs the Bash patch took care of issue and the new critters started showing.

I general start by typing crab (or whatever is common between what creating and actor/creature adding to ... if frostspider would go with say *spider) in the filter and then going to All at the bottom in object window. This brings up all records associated with mudcrabs, which based these off. 1st thing changed was the 'naked' ARMA record (refs the nif here), then did the ARMO and then created a new race record. Other records end up touching are:

CLAS + character class
SPEL .. if creature has, crabs have water breathing and for giant extra damage (mod'd this last one since making a bigger crab).
INGR .. if get such when kill the thing .. for crab this is yes.
NPC .. for each version and a LvL record .. I did 3 diff crabs so had more then 1 entry in a lot of the record areas.
LVLN = Leveled Actor ... for who/what shows up when place the M on the map, had some issues with this in terms of getting alt levels to work so made everything the same level and worked, have to do more work here.
Leveled Item .. If have a treasure that is called when the dude dies .. in addition to the ingredient.
Load screen .. Description and pix of the thing.

Again if multiple variants then would have to do more ARMA, NPC packages, and Armors at minimum. Now I could have missed some things won't know until test in game but the list is all the really modable records found so far. If need more detail let me know and will try to gt back to u on this but I am sure others have better grasp then this and will chime in eventually. Good Luck .... it helps if you are a book keeper on this stuff ..
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GPMG
 
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Post » Sun Jun 24, 2012 2:06 am

Can i send you my file and you tell me what is wrong with it, step by step? what i really really need is to make the default LeveledCharacters spawn 5-7 wolves in game instead of just 1-2, do i need need to edit the "Encounter Zone" too or mess with the "Render Window"?
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Jason Wolf
 
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Post » Sat Jun 23, 2012 9:10 pm

Sure . .. I'll shot yah a PM here with email address ... done so.
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e.Double
 
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