Question Re: Leveled Items in Actors' Inventories

Post » Wed Jun 20, 2012 7:03 pm

Simple question... does the actor's level determine which item to pull from a leveled list that is placed in her inventory, or is it still determined by the PC's level?

If it's determined by the PC's level (blech), is there any way around that? If I want an actor's equipment to be determined by THAT ACTOR'S level, how do I do that?
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Steeeph
 
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Post » Wed Jun 20, 2012 2:09 pm

Bump >.>
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nath
 
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Post » Thu Jun 21, 2012 3:05 am

Add a token instead which gets the level of its container, then adds the appropriate LVLI set up for their level.

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)	Actor rActor = akNewContainer As Actor		If rActor.GetLevel() < 5		rActor.AddItem(Level5LVLI)	ElseIf rActor.GetLevel() < 10		rActor.AddItem(Level10LVLI)	ElseIf rActor.GetLevel() < 15		rActor.AddItem(Level15LVLI)	EndIf	rActor.RemoveItem(WhateverThisIs)EndEvent
You could script the actors/references to do something like that OnLoad() too.

Note: You can add LVLI's with http://www.creationkit.com/AddItem_-_ObjectReference, but you cannot remove them with http://www.creationkit.com/RemoveItem_-_ObjectReference#Notes.
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x a million...
 
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Post » Wed Jun 20, 2012 11:32 pm

Thank you for replying!

Hm... is it possible to do this with outfits? Have level 5 bandits wear some lvl5bandit outfit level 10 bandits wear lvl10bandit outfit, etc? (tangentially: are outfits dropped as loot on death?)

And is it practical to do this to all the randomly generated enemies?

I am imagining using the OnLoad event to set the actor's Outfit to one of my choosing (which can hold whichever leveled lists I want) based on said actor's level. But would I run into trouble running this once on every bandit (or other generic enemy) that loads?
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Kelly Osbourne Kelly
 
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Post » Thu Jun 21, 2012 5:45 am

:) Haven't yet messed w/ outfit forms and am curious about all that myself.
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Lawrence Armijo
 
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