Creation Kit Specifics Question

Post » Fri Jan 17, 2014 2:46 am

I've spent 2 solid days reading these forums. Used the search, but to no avail lol.

My basic premise for a mod I'm working on is to increase the challenge factor in a way that also goes along with the increase in skill, armor/wep, spell progression by adding "almost" insane %+ increases to the character as well as the mobs and allies. The story says theres a war going on...but I don't see thousands of soldiers lol...but I digress.

I would like to, in a nutshell, populate the world beyond what is already there with more roaming bandit parties, herds of deer, maybe even create a bonafide "war zone".

BUT.......I don't know what the game can handle. I dont know if anyone has tried this, no I havn't looked to any mods. I want to do this myself.

What I'm trying to do is specifically increase the number of bandits/wolves/deer etc. that "spawn". So, I walk outside and see like 30-50 deer roaming around, or I'm going somewhere and a bandit party of 40 come running at me. Also, maybe increase the number of mobs in dungeon areas but I'm figuring that will take a more direct approach in going into each area, setting AI packages etc.

So...specifics.

How can I increase the spawn rate and amount "per pack" of random encounters not specific to dungeons. I'm guessing some of those forts (before you enter the door like Fellglow Keep) the bandits that populate it, are they "in" the fort itself? or considered "outside"?

Another thing I'd like to do is see if i can raise the skill cap past 100. I've used the "game settings" to change it but it reverts back to 100 in-game. So I've looked and cannot find anything for the "legendary skill" option to see if I can change that. I've pretty much found the other ways to increase things like stam/health/mag per level as well as perk percentages.

Any help deserves a heartfelt "Thank you!"

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Toby Green
 
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Post » Thu Jan 16, 2014 12:29 pm

There are lots of mods that do this already.

Good luck.

~.~

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Christine
 
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Post » Thu Jan 16, 2014 1:23 pm

I'm sure there are mods out there for this, last i saw, something like 11,000 mods for skyrim. I want to do this for myself, play with the various aspects for myself and learn how "they" did it. I really dont want to look at all those mods and pick and choose lol, But thank you.

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Jade Payton
 
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Post » Thu Jan 16, 2014 9:44 pm

Good luck with that.

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Rachel Hall
 
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Post » Thu Jan 16, 2014 7:41 pm

ok...so....not alot of help from you.....tyvm

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Lauren Graves
 
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Post » Fri Jan 17, 2014 2:03 am

Why the attitude? He wants to make a mod that fits his needs, no need to be rude about it.

Anyway, as far as what the game can handle, it depends. Specs certainly play a role in performance of a lot of actors, to test how possible it would be you could try this out in console:

player.placeatme 000ABEE0 50

Which will spawn 50 deer.

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Oscar Vazquez
 
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Post » Thu Jan 16, 2014 7:33 pm

The game began severely stuttering and lagging after I spawned 250 deer. My computer is good enough to run the game on ultra settings with a ugridstoload set to 9.

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Lyndsey Bird
 
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Post » Thu Jan 16, 2014 1:06 pm

I know how to use the console commmands (was playing god for a while), I'd like to know how to get the game to spawn naturally.

It was alot of fun to raise restoration by spawning in 30 giants and 50 Whiterun gaurds lol. Yes there was lag, but it was a fun skirmish!

So was 100 bandits, 30 bandit chiefs and 200 Whiterun gaurds! FUNFUNFUNFUN!

I've done my tests, kinda, what I meant by what it could handle was I am unaware of how far away it will spawn from you, if it spawns when close to say a named camp and you can begin to snipe them with a bow. That kind of "handle" of it. Then maybe once I can see where the lines are then I can tweak where I need to based on location/amount of mobs etc. I don't know if render distance setting has anything to do with it...maybe. Then it's also the interiors of the towns/forts/ruins/crypts etc that I think might be more involved.

Side note: I use to mod Diablo: 2 with a excel type table editor. The mobs had a value that you could change to set how many "packs" and "per pack" would spawn in each area. In the CS actor files, I think the "enc" ones, theres a value you can change called "count" that I've changed and nothing happened. So I dont know if that has anything to do with my previous statement. Woulod be real easy to change the population that way.

Papayrus and scripting is something I really don't want to get into if I don't need to lol. Looks rough, or is writing a script to multiply the random encounters with a easy short one?

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Robert Garcia
 
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Post » Thu Jan 16, 2014 12:18 pm

No, absolutely no help from me at all I'm afraid as I would have no idea how to do it.

But, as I say, there are many, many mods that already do this, so you could have a look at them and see how they managed it. For example, SkyTEST improves animal and predator AI AND increases spawn points.

But you would need to understand how Vanilla works, how the mods work and what they have changed before you would be able to make a mod of your own.

I would wish you luck again, but apparently that is considered rude by some eejits around here. :stare:

~.~

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Mr. Ray
 
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