Levelled List Tutorial

Post » Sat May 28, 2011 6:02 pm

Can anyone point toward a straightforward step-by-step tutorial or guide that shows you how to go about modifying or adding things to the levelled lists, without assuming six or more years of TESCS and Enchanted Editor expertise?

Levelled Lists For Dummies sorta thing . . .?


And to the lucky referrer, a reward. :trophy:
In appreciation of the recommendation of a suitable link, I will tell you why the Oblivion player is known world-wide to be a very level-headed gamer. :nod:
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Melis Hristina
 
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Post » Sat May 28, 2011 5:15 am

Hmmm, I haven't come across a guide for creating or editing levelled lists. Sounds like it might be time for someone to write one.
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Eileen Collinson
 
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Post » Sat May 28, 2011 7:26 am

You can drag and drop items on the list. Triple-clicking lets you edit the level.
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Mr.Broom30
 
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Post » Sat May 28, 2011 5:16 am

what do u need to know i have sevral mods that modify/add leveled lists so i know alot about them
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kristy dunn
 
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Post » Sat May 28, 2011 9:11 pm

You can drag and drop items on the list. Triple-clicking lets you edit the level.

But my understanding is you need to add items to the list in a given order? (Highest level first?) I didn't realize you could edit the level--thanks.

The closest thing I have found to any sort of instructions is on page 44-45 of the Mod Maker's Manual v.2, and it's not particularly user-friendly. (Doesn't help that I haven't had my CS open while looking at it.)

I don't understand how the combination of level and chance work? I mean, obviously, I get it in theory, but my question is how to get more of the stuff I want in levelled lists and less of the stuff I don't want. Are the lists additive or substitutive? That is, is there a total pool of levelled items that gets generated, so that if you add a different levelled loot mod (or add just one levelled loot mod to vanilla MW), you get less of other levelled stuff--or is there a way to get more total levelled stuff? The probability of getting stuff clearly has to add up to one . . . :confused: (It could be I'm confused because it's 5:00am).
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Colton Idonthavealastna
 
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Post » Sat May 28, 2011 7:13 pm

multiple lists in one contaner each chancenone set at apropreaate % to what you want
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x a million...
 
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Post » Sat May 28, 2011 5:06 am

what do u need to know ....

I need:

- a general explanation of where the levelled lists are, how they are constructed, how they work etc, and

- step-by-step (idiot-proof) instructions on how to modify the levelled lists of a mod, how to adjust the 'drop' if it is too high or low, how to add other levelled list items to a mod, how to put levelled lists in a mod that adds items, and how to merge various mods with levelled lists (loot) into one mod that works.
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Céline Rémy
 
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Post » Sat May 28, 2011 9:35 am

Okay, here goes

Each levelled list has a % chance of not producing anything at all. Adjusting this then causes more or less items to be generated.

Once the game tests if something is generated, it then picks at random something from the list.
If you have two items in a 100% chance list, each one then has a 50% chance of being picked.

You can add levels to items, so as the player increases in level, more items are made available to the levelled list. If you do this, you have a tick box option, "Calculate below or equal to player level".
If you have this off, then only items in the list that are equal to the players level will be picked. If you have it on, then anything up to the players current level is picked.

For example:
1 Iron Dagger
1 Iron Shortword
3 Steel Dagger

With the tick box, at level 1, only one of the Iron weapons will get picked (50% chance each). At level 3, the steel dagger is made available, so each weapon is at 33% chance of getting picked. naturally, if you add more of the same items to the list, you increase the chance of that item being picked. So, if we added an extra Steel Dagger at level 3, each Iron weapon now has a 25% chance, while the steel dagger has 50% chance (since there are two of them)
Without the tick box, at level 1, the list will pick one of the Iron Weapons, at level 2, the list will not pick anything. There is nothing at the players level (although thinking about it, it might pick up the nearest lowest level instead). At level 3, only the Steel Dagger will be picked (100%)


Adding to a list is simple, you just "drag and drop" items into the list. You can also do a multiple selection. If you use Shift or Ctrl you can highlight more then one item to drag into the list. Shift does a range, Ctrl lets you pick.
Double click the number next to the item, and you can change the number of the level for that item.


You can also put levelled lists into a levelled list. All the same rules apply. You can have a top level list that has a 100% chance of producing something from that list, but then put another levelled list into it's list that only has a 10% chance of something appearing. So, if this levelled list is chosen, it has to pass the 10% test too.


Hope that helps :D
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Donatus Uwasomba
 
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Post » Sat May 28, 2011 5:03 am

Thanks, PirateLord. :thumbsup:

While I still don't feel quite competent enough based on that to reach into the CS and start fiddling, that is a very good and understandable start.


kalimarr was asking similar questions recently in the thread - http://www.elderscrolls.com/forums/index.php?showtopic=519783,

. . . and there was also some discussion, description and how-to here in the - http://www.elderscrolls.com/forums/index.php?showtopic=214032&st=0 thread by harborgolfer,

. . . as well as why to use levelled lists and not AddItem scripting, in the important thread - http://www.elderscrolls.com/forums/index.php?showtopic=206075&hl=leveled by DarkDragon, perhaps best summarized here:
The deal is, using scripts to change a levelled list saves the levelled list to your savegame. Savegames are loaded after mods, and so any mod that changes an editted levelled list that wasn't loaded before this happens will be overwritten by your save's levelled list, which doesn't have the changes of that mod. It's a dirty save issue that hadn't been considered before. That is the only negative side-effect.

. . . and RodrigoVinholo's http://www.elderscrolls.com/forums/index.php?showtopic=224260&hl=leveled here.

[Edit:] . . . and Bryss Phoenix's thread http://www.elderscrolls.com/forums/index.php?showtopic=524494


All very informative and useful stuff for which I am most grateful.

Now, and trying not to sound too much like an ingrate after all, most of the tips and instructions assume one knows their way around the CS pretty well, seems to me.
Fine if you make mods but some of us don't and really could use a go-to-this-tab, click-this, drag-from-here-to-here, nowexitthatscreen, and don'tsaveyet kind of tutorial.

Guess I am thinking of the kind of detailed 1,2,3,4, ... etc guides I have seen in the past from the likes of Vorwoda, Emma, Grumpy, Yu-Gi and OldeCow69. Here is an example of one by MeghanAJH that is in that style, about http://www.mwmythicmods.com/Archives/Mods/HOM%20Mist%20Form%20Mannequins.htm.

It's another form of spoon-feeding perhaps but . . . :shrug: . . . different learning style; or 'why I make lists' . . :D
I have noticed I can get 'round the CS with those kind of directions and learn stuff along the way but the 'this tab does this' kind of tutorial generally does not work so well . . . prompts a lot of 'so what? questions mostly.

So . . . long-winded way of saying that if anyone wanted to take all this and pull it together into a detailed step-by-step format, I reckon it would be most welcome to mod makers and mod user/tweakers alike.


And thank you for the other replies - Nerra, Alexx, Larissa Mem and FallenPaladin.
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Brooks Hardison
 
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Post » Sat May 28, 2011 5:34 am

Just think of the CS as a new game without a manual. :D

Just play around with things, you can't damage the original data, as saving makes an esp file.


Little bit of basic info. This is from memory, since I've not used the MW editor for ages, but I am diving into the Oblivion one.

There is a Item Levelled List tab. This gives a listing of all levelled lists defined in the game. If you right click on one of them, you get the options to make a new one, rename, delete and use info (tells you what objects are using this levelled list).
Making a new one is a good start.
Top left (I think) should be where you key in a unique name for your list. Do that, and then click OK button (or save). Well done, you've just made your first levelled list, even though nothing is in it!
Locate your levelled list, and double click on it to edit.
Move the window over to one side so you can clearly see the window with all the tabs.
Now click on one of the tab categories, such as Weapons. You can now drag and drop items from this list into the list area on the window to one side. As you do this, they appear in the list area, and are given a default level 1. If you add to an existing levelled list, then it's given a default of the highest level.


Levelled lists are not scary, but it's a shame that there isn't a preview option, like in the OB CS. This let's you test the results of the levelled list to destruction within the CS, instead of putting them in a container and keep popping into the game to see the results.
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kirsty joanne hines
 
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Post » Sat May 28, 2011 4:51 pm

Just think of the CS as a new game without a manual. :D . . . .
Yeah, . . . " Move now, route to follow." :thumbsdown:

But thank you for that. Seems to me we do need a tutorial that would wrap together this very useful guidance, pieces in other threads, what Larissa pointed out page 44-45 of the Mod Maker's Manual v.2 and whatever one might find in Scripting for Dummies when we get to it.

In the meantime, is there a recommended procedure for merging mods with levelled lists?
I recall someone posting about this a year or so back, pointing out it was do-able but a little less straightforward than a normal Merge.
Would anyone care to list the steps for that?
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sarah taylor
 
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Post » Sat May 28, 2011 7:38 pm

Does one not do it in Mash? I will take a look at the Idiot's guide and see if the idiot who wrote it can make sense of it. ;)

Don't know if this is how it works in 0.65 but I don't think it's changed that much . . .

1. Look inside your c:\programs\BethesdaSoftworks\Morrowind\Mopy folder, for your "MashedList.esp" file, packed inside the "Extras" folder.

2. Copy it into your Data Files--the same place it would go if it were a mod. .

3. Check off the box next to the MashedList.esp and change its date so that it loads towards the very end of your mod list.

4. To get levelled items into your Mashed List, right click on the MashedList.esp, click "Import," and click "Merged Lists." You should see Mash run a little calculation merging your lists, and it will report when it's done.

That's it!
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Sophie Payne
 
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Post » Sat May 28, 2011 7:40 pm

Two different things: merging two or more mods (containing levelled lists) into one mod and merging the levelled lists of all the separate mods in one's load list.
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Luis Reyma
 
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Post » Sat May 28, 2011 2:19 pm

Sorry about that. Not confident enough of this answer to leave it here so I'll let someone who knows more about it take a stab. :nod:
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Racheal Robertson
 
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Post » Sat May 28, 2011 9:19 am

Here's my input, largely just PirateLord's post reconstituted. It needs a lot of improvement (Step 12, anybody?) and could also use an intro explaining just what a levelled list is.
This one is designed for items, but could fit creatures to with a little expansion.

1. Start up the CS and open a master file.
2. Click the tab labelled 'Leveled Item' (written in blue in http://img.photobucket.com/albums/v680/Wyver_Almasy/LLTut001.gif)
3. All the existing levelled lists will be displayed in the http://img.photobucket.com/albums/v680/Wyver_Almasy/LLTut002.gif
4. Right-click on any one of these existing levelled lists, and a dialogue will appear offering you the option to create a New levelled list (Click New as shown http://img.photobucket.com/albums/v680/Wyver_Almasy/LLTut003.gif)
5. An entry dialogue will appear on screen (Like http://img.photobucket.com/albums/v680/Wyver_Almasy/LLTut004.gif)
6. Enter an appropriate ID for your levelled list (in the http://img.photobucket.com/albums/v680/Wyver_Almasy/LLTut005.gif), this will be the name by which Morrowind knows your levelled list. You should use a prefix for your ID which identifies it as yours and ensures that it will be unique, the initials of your own name followed by an underscore would make a good prefix.
7. There is an entry box (the http://img.photobucket.com/albums/v680/Wyver_Almasy/LLTut005.gif) which will allow you to specify the percentage chance that there will be no item given when this levelled list is called upon (for instance, when the player opens a container containing an instance of your levelled list).
For example, if you set this number to 50 then the levelled list will be just as likely to give no item as it is to give an item. If you set it to 0 then an item will always be given and if you set it to 100 then there will never be an item given.
8. On the right-hand side, there is a table with two columns marked 'PC Level' and 'Item Name' - this is the place where you put things that you want to be in the levelled list. To add an item to the list, click the tab in the objects window that corresponds to the type of item that you want to add (If you want to add a weapon, click the tab marked 'Weapon') the select a weapon from the list that appears and 'drag and drop' (left-click, do not release the mouse button, drag item over list, release mouse button) it into your levelled list.
9. Now that you've added an item to the list, it is automatically given a 'PC Level' value of 1. Triple-click the entry to allow you to change this value. Set it to whatever level that you want it to appear, taking into consideration what is the most appropriate level for a player to find the item that you have added.
10. You can continue adding as many items as you like.
Here's a cool tip: If you add two of the same item, than it is twice as likely to turn up as it would be normally, and if you add three it's three times as likely, and so on...
Here's another cool tip: You can add levelled lists inside other levelled lists!
11. When you are done adding items, you need to look at the tickboxes on the left. If the one labelled 'Calculate from all levels <= PC's level' (http://img.photobucket.com/albums/v680/Wyver_Almasy/LLTut005.gif) is ticked than an item will be picked from the list on the right with a 'PC Level' value which is the same as or less than the Player's level. If it is not ticked, than an item will be picked only if it has a 'PC level' value which is the same as the players.
12. The other tickbox (circled http://img.photobucket.com/albums/v680/Wyver_Almasy/LLTut005.gif) does something... or something. Probably.
13. The other tickbox marked 'Blocked' isn't really too important and will have no impact ingame. It's function is to prevent anyone using the CS to edit your mod from editing your levelled list - but they can just untick this box anyway if they really want to change it.
14. That's it. Press OK, and your levelled list is complete.
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Lyd
 
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Post » Sat May 28, 2011 6:45 pm

Hello,
12. The other tickbox (circled black) does something... or something. Probably.

If you put the 3 same leveled lists in one container:
- if the tickbow is checked, the 3 items will be 3 different items from the leveled list
- else, you'll get the 3 same items
In the meantime, is there a recommended procedure for merging mods with levelled lists?

To merge mod1 and mod2, which both modify leveled lists, you need a special procedure only if they both modify the same leveled list:
- select mod1 and mod2 in Wrye Mash
- generate Mashed lists.esp as Larissa Mem wrote
- open the TESCS and launch it with mod1 + mod2 + Mashed lists
- merge the 3 mods together

In fact, you should do the same, but with objects, if you want to merge 2 mods that modifies the same object, and that you wantr to keep the 2 modifications in one merged mod:
- select mod1 and mod2 in TESTool
- generate merged objects.esp
- open the TESCS and launch it with mod1 + mod2 + merged objects
- merge the 3 mods together
For example, if you want to merge a mod which modifies the head of the NPC and a mod that adds new weapons to some NPC, you'll need to do this. But don't ask me why someone would want to merge 2 mods which are so different... :shrug:

Bjam
Happy to be back after some holidays! :)

Edit: BTW, great tutorial Earth_Wyrm!
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Ricky Meehan
 
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Post » Sat May 28, 2011 3:00 pm

So, as I understand it, and as I wrote before I deleted what I wrote, if I have Canadian Ice's Elegant Gowns mod, and kalikut's black hooded robes mod, and I want to merge them, I would merge them as I would ordinarily do in the CS. What will happen is that I will see those little container thingies in the levelled list Object Window--one line for Ice's Gowns, with some number of containers, and one line for kalikut's robes.

Say I want to decrease the number of total gowns and robes I run into in a given game (and I do :) ). Is the following correct?

1. I can either lower the chance of encountering each of them by lowering the number in the chance column in each list.

2. Or I can (theoretically?) put one set of levelled lists inside another so that I have divided my chances of running into each of them in half (?).

I have only a vague idea of how the second method would work or why one would choose it over the first method? I take it it involves the mysterious black tickbox. If someone could elaborate that would be helpful. Actually, even more helpful would be seeing an example of a levelled list inside a levelled list, and having an explanation of how to tweak it and/or why it exists. (If it's really infrequent, presumably I don't need to worry about it?) The point of this is so I can edit lists in mods that exist already. :eek:

I really should just go try this but I owe Mandamus some work on the Romance Mod :embarrased:
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xemmybx
 
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Post » Sat May 28, 2011 12:08 pm

So, as I understand it, and as I wrote before I deleted what I wrote, if I have Canadian Ice's Elegant Gowns mod, and kalikut's black hooded robes mod, and I want to merge them, I would merge them as I would ordinarily do in the CS. What will happen is that I will see those little container thingies in the levelled list Object Window--one line for Ice's Gowns, with some number of containers, and one line for kalikut's robes.

No.
1- the 2 mods create new leveled lists to put the new items, or only one of the two mods modifies already exisisting leveled lists, or the two mods modify already existing lists, but not the same one
a- the new leveled lists are put in new crates, or the two mods have modified different crates from the original game
-> each kind of modified / new crates will have items from one mod but not the other, a simple merge will be enough to have the two mods working together
b- the new leveled lists are put in the same crate in the two mods
-> you'll get only the new lists of the most recent mod: it's always the same rule, only the change of the mod loaded last will be present in game. If you want to get rid of this problem, you must use the 'merge objects' function of TesTool. However, you don't need to use 'merge leveled lists' because no list are modified by both mods, they are only put in the same crate.
2- the two mods modify the same list
-> you must use the 'merge leveled lists' function of Wrye Mash / TesTool (+ Resequencer) to get the two mods working together
Say I want to decrease the number of total gowns and robes I run into in a given game (and I do :) ). Is the following correct?

1. I can either lower the chance of encountering each of them by lowering the number in the chance column in each list.

No.
The number in the left column are not the 'chance of appearing number', they are the 'PC level number'. They indicates at which level of the PC those items will appear. The chance of making appearing an item more than another is made by putting the same item more than once in the list. Note that the items can appear when 'their' level is <= or only = to the PC level:
11. When you are done adding items, you need to look at the tickboxes on the left. If the one labelled 'Calculate from all levels <= PC's level' (circled Purple) is ticked than an item will be picked from the list on the right with a 'PC Level' value which is the same as or less than the Player's level. If it is not ticked, than an item will be picked only if it has a 'PC level' value which is the same as the players.

2. Or I can (theoretically?) put one set of levelled lists inside another so that I have divided my chances of running into each of them in half (?).

Yes.
I have only a vague idea of how the second method would work or why one would choose it over the first method? I take it it involves the mysterious black tickbox. If someone could elaborate that would be helpful. Actually, even more helpful would be seeing an example of a levelled list inside a levelled list, and having an explanation of how to tweak it and/or why it exists. (If it's really infrequent, presumably I don't need to worry about it?) The point of this is so I can edit lists in mods that exist already. :eek:

I really should just go try this but I owe Mandamus some work on the Romance Mod :embarrased:

Yes. Go back to work! :P

Now some example:
    level list1
    1 item1
    1 item1
    1 item1
    1 item2
    1 item2
    3 item1
    3 item2
    3 item3
If you put 1 list like this in a container and no tickbox is checked:
- at level 1and 2, you will have 60% chance of getting item1 and 40% for item2
- at level 3 and more, you will have 33% chance of getting item1 , item2 or item3

If you put 1 list like this in a container and the tickbox 'Calculate from all levels <= PC's level' only is checked:
- at level 1 and 2, it is the same than before
- at level 3 and more, you'll have 50% cahnce of getting item1, 37,5% (3/8) chance of getting item2, and only 12,5% (1/8) chance of getting item3

If you put 1 list like this in a container and the tickbox 'calculate for each item in count' is checked:
- it is exactly the same as if it was not checked, because there is only ONE leveled list in the container

If you put 5 lists like this in a container and no tickbox is checked:
- the container calculates which items should appear for the first list (see above for 1 list), then it creates the same item for all the 5 lists

If you put 5 list like this in a container and the tickbox 'calculate for each item in count' only is checked:
- the container calculates which items should appear for the first list (see above for 1 list), then it redoes the same thing for the 2nd list, then for the 3rd, 4th and 5th. In this case, you can get 5 different items (or the 5 same items, it's only a matter of statistic, depends if you're lucky or no)

There is also a box 'chance none'
- if you put 0, you'll always get one of the item from the list
- if you put for example 50, you'll have 50% chance that an item appear, if you put 75; you'll have 25% chance that an item appear

Now about list inside list... well it is the same thing, but with more possibilities:

list1 is the same as above, with 'Calculate from all levels <= PC's level' and 'calculate for each item in count' checked
    level list2
    1 item1
    1 item1
    1 item2
    1 item2
    1 item3
    3 item1
    3 item2
    3 item3
    5 item3
    5 item4
list2 also have 'Calculate from all levels <= PC's level' and 'calculate for each item in count' checked
    level list3
    1 list1
    1 list1
    1 list2
    3 list1
    3 list2
    5 list1
    5 list2
    5 list2
    10 list2
    10 item5
list3 also have 'Calculate from all levels <= PC's level' and 'calculate for each item in count' checked

you put 10 leveled lists 'list3' in one container, and all list have 'chance none' = 0
- level 1 and 2:
list1-> 66% to be chosen and in this list, item1 has 60%chance to appear, and item2 40%
list2-> 33% to be chosen and in this list, item1 has 40%chance to appear, item2 40%, and item3 20%
so we get finally:
item1: 0.66 * 0.60 + 0.33 * 0.40 = 53.33% chance of appearing
item2: 0.66 * 0.40 + 0.33 * 0.40 = 40%
item3: 0.66 * 0 + 0.33 * 0.20 = 6.66%

- level 3 and 4:
list1-> 60% chance to be chosen, in this list, item1: 50%, item2: 37.5%, item3: 12.5%
list2-> 40% chance to be chosen and in this list, item1: 37.5%, item2: 37,5%, item3: 25%
which gives:
item1: 0.60 * 0.50 + 0.40 * 0.375 = 45%
item2: 0.60 * 0.375 + 0.40 * 0.375 = 37.5%
item3: 0.60 * 0.125 + 0.40 * 0.25 = 17.5%

- level 5 to 9:
list1-> 50% chance to be chosen, in this list, item1: 50%, item2: 37.5%, item3: 12.5%
list2-> 50% chance to be chosen and in this list, item1: 30%, item2: 30%, item3: 30%, item4: 10%
which gives:
item1: 0.50 * 0.50 + 0.50 * 0.30 = 40%
item2: 0.50 * 0.375 + 0.50 * 0.30 = 33.75%
item3: 0.50 * 0.125 + 0.50 * 0.30 = 21.25%
item4: 0.5 * 0 + 0.5 * 0.1 = 5%

-level 10 and more
list1-> 40% chance to be chosen, in this list, item1: 50%, item2: 37.5%, item3: 12.5%
list2-> 50% chance to be chosen and in this list, item1: 30%, item2: 30%, item3: 30%, item4: 10%
item5-> 10% chance to be chosen (directly from list3)
which gives:
item1: 0.40 * 0.50 + 0.50 * 0.30 = 35%
item2: 0.40 * 0.375 + 0.50 * 0.30 = 30%
item3: 0.40 * 0.125 + 0.50 * 0.30 = 20%
item4: 0.40 * 0 + 0.5 * 0.1 = 5%
item5: 10%

Now, after the easy ( :P ) mathematical explanation, how to edit list:

- adding new item to a leveled lists, and chosing the level at which they should appear:
8. On the right-hand side, there is a table with two columns marked 'PC Level' and 'Item Name' - this is the place where you put things that you want to be in the levelled list. To add an item to the list, click the tab in the objects window that corresponds to the type of item that you want to add (If you want to add a weapon, click the tab marked 'Weapon') the select a weapon from the list that appears and 'drag and drop' (left-click, do not release the mouse button, drag item over list, release mouse button) it into your levelled list.
9. Now that you've added an item to the list, it is automatically given a 'PC Level' value of 1. Triple-click the entry to allow you to change this value. Set it to whatever level that you want it to appear, taking into consideration what is the most appropriate level for a player to find the item that you have added.

Note that in step 9, instead of the triple-click, you should better do only one click, the press F2, then type the level that you want.
- removing an item already present in a leveld list:
click on the line of the item in the leveled list, then press 'del'

It was really a lot of time since I last made so much statistics, I hope I didn't made too much mistake. :)

Bjam
Edit: a few mistakes...
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Sarah Evason
 
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Joined: Mon Nov 13, 2006 10:47 pm

Post » Sat May 28, 2011 3:52 pm

Ohmygosh. This is helpful but also a mind-bender, bjam! I have Case 1.a (I don't know which one.) I'm going to play with this tonight and look at your statistics. Then I will plan to cry into my pillow for several hours. :cry:
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maya papps
 
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Post » Sat May 28, 2011 7:35 am

Hello,
Ohmygosh. This is helpful but also a mind-bender, bjam! I have Case 1.a (I don't know which one.) I'm going to play with this tonight and look at your statistics. Then I will plan to cry into my pillow for several hours. :cry:

I'm not sure that I've been clear.
There are 3 different possibilities: 1a, 1b and 2, what comes after the -> is just the explanation about what you'll get in each case:

1- the 2 mods create new leveled lists to put the new items, or only one of the two mods modifies already exisisting leveled lists, or the two mods modify already existing lists, but not the same one

a- the new leveled lists are put in new crates, or the two mods have modified different crates from the original game

-> each kind of modified / new crates will have items from one mod but not the other, a simple merge will be enough to have the two mods working together

b- the new leveled lists are put in the same crate in the two mods

-> you'll get only the new lists of the most recent mod: it's always the same rule, only the change of the mod loaded last will be present in game. If you want to get rid of this problem, you must use the 'merge objects' function of TesTool. However, you don't need to use 'merge leveled lists' because no list are modified by both mods, they are only put in the same crate.

2- the two mods modify the same list

-> you must use the 'merge leveled lists' function of Wrye Mash / TesTool (+ Resequencer) to get the two mods working together

I'm really very sorry to make you cry. :(

But I'm sure that if you try to make your lists, you'll understand very quickly how it works. Just begin by making a few simple list, then, when you'll manage to do this, try to do more complicate things with list inside list (inside other list, which are also inside other list, which are also inside... and you can go on very long :P ).

Now I also have a question: what happen if I create list1 which contains list2 which contaisn list3 which contains list1? I'll have to try something like this, but I think that I'm going to enjoy the pleasure of game freezing / CTD. :)

Edit: just want to add that the most important part of my previous post is probably everything about the list1 ALONE. If you know how it works for one list only, you'll probably understand how it works for list inside list.

Bjam
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Jack Bryan
 
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Post » Sat May 28, 2011 9:59 am

GULP


OK. I need something right now to take my mind off other things, and to releave me from certain "beating my head against the wall" excercises which I have been engaged in.

Also, I seem to enjoy getting long-winded and adding a lot of detail, for some odd reason.

Also, my other projects are large and appeal only to like-minded players, and are still a way down the road till release, and I would like to do something for this excellent community which people will find useful.



Therefor, since no one else has stepped forward, I volunteer to be the one to attempt to bring all of the available information together into a user-friendly and clearly explained, but yet complete and detailed, how-too file such as Ronin49 wants to see made.

If this is agreeable to you all, I shall begin the task, and hopefully there will be some who won't mind taking the time to critique it periodically and offer suggestions. I will need info and suggestions of a technical nature to keep the guide accurate, of an esthetic nature to keep it organized and pleasing, and of an ergonomic nature to keep it easy and fun to use, so that even those who know little about the subject may succesfully create and use leveled lists in their mods, or tweek existing leveled lists to their liking.


Does this suggestion seem acceptable?




Nav
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Gemma Woods Illustration
 
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Post » Sat May 28, 2011 6:28 am

Let's try a little more "english" explaination and example.

You want to make a NPC, and give him a random weapon. So, you need to use a levelled list.

A basic list would be to put each weapon into a single levelled list, and then each weapon has an equal chance of being choosen (so if you put 100 items in the list, it's 1 in 100).

But that's a bit boring. :)

Now you want to keep the magic weapons seperate from standard weapons. So, you split up the levelled list into 2, one with all the magic weapons, and one with all the standard weapons.
You can now modify the main list and put in one standard list, and one magic list. What you've done is basically the same as putting every item into one list.
Testing in game, you notice that magic items are being choosen too often.
If you go back into the editor, you can add more standard lists into the main list. For each standard list you add, that chance of a magic item decreases.

That now works as you want, but you don't want a ebony weapon to appear while you are level 1.
Now you can do two options, a tedius job of adding a level number to every item. But there is a better method.
Make a seperate levelled list for Iron, Steel, Dwemer, Glass, Ebony, etc. Just keep the levels at 1.
Put all these new levelled lists into the standard weapon list.
Again, what you've got is the same as before, it's just a little more easier to read.
Now you can add level numbers next to each levelled list. So you could make Steel level 3, Ebony Level 15, etc, etc.
What this now means is that the Ebony weapons won't be picked as equipment until the player reaches level 15.
If yo don't tick the <=Player, then it'll only use Ebony when you are level 15, but if you do tick the box, then anything will be choosen, as long as the level assigned to each item is <= the players level.

If you wanted to remove a few weapons, or add some more, you've now got a more organised filing system of locating the levelled list. With the lists being smaller, it's much easier to work with.

So list examples would be:
Name: MainEquipmentList

1 - StandardWeapon
1 - StandardWeapon
1 - StandardWeapon
1 - MagicWeapon

So, 25% chance of a magic item. This list you give to the NPC.

Then the StandardList would be:

1 - StandardIron
3 - StandardSteel
5 - StandardDwemer
10 - StandardGlass
12 - StandardEbony
15 - StandardDaedric

Notice the levels added to each list.

Then the StandardIron would be along the lines off:
1 - IronDagger
1 - IronWarhammer
1 - IronClaymore
1 - IronAxe
1 - IronBattleAxe

Each list above will be along the same lines

So, you've got small, nice neat lists instead of:
1 - IronDagger
1 - IronWarhammer
1 - IronClaymore
1 - IronAxe
1 - IronBattleAxe
1 - IronDagger
1 - IronWarhammer
1 - IronClaymore
1 - IronAxe
1 - IronBattleAxe
1 - IronDagger
1 - IronWarhammer
1 - IronClaymore
1 - IronAxe
1 - IronBattleAxe
3 - AllSteelItems (like Iron above)
3 - AllSteelItems (like Iron above)
3 - AllSteelItems (like Iron above)
5 - AllDwemerItems (like Iron above)
5 - AllDwemerItems (like Iron above)
5 - AllDwemerItems (like Iron above)
10 - AllGlassItems (like Iron above)
10 - AllGlassItems (like Iron above)
10 - AllGlassItems (like Iron above)
12 - AllEbonyItems (ike Iron above)
12 - AllEbonyItems (ike Iron above)
12 - AllEbonyItems (ike Iron above)
15 - AllDaedricItems (like Iron above)
15 - AllDaedricItems (like Iron above)
15 - AllDaedricItems (like Iron above)
Then repeat all the items above again for magic weapons


As you can see, this method is ungainly. Reason for each item repeated 3 times is to increase the chance of those items appearing.

If you wanted to remove the Dwemer Warhammer, you'd have to remove the 3 entries in the big list above, or in the better example, go to your StandardDwemerWeapons, and remove the one item in there.

Hope that helps a bit. All I would say, is don't panic with Levelled lists, they are easy and not really confusing.
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I love YOu
 
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Post » Sat May 28, 2011 3:40 pm

Does this suggestion seem acceptable?

Sounds 'triffic.
Thanks, Ev.
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vicki kitterman
 
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Post » Sat May 28, 2011 8:31 pm

. . . If this is agreeable to you all, I shall begin the task, and hopefully there will be some who won't mind taking the time to critique it periodically and offer suggestions. I will need info and suggestions of a technical nature to keep the guide accurate, of an esthetic nature to keep it organized and pleasing, and of an ergonomic nature to keep it easy and fun to use, so that even those who know little about the subject may successfully create and use leveled lists in their mods, or tweek existing leveled lists to their liking.
Does this suggestion seem acceptable?
Sounds good, very good indeed to me . . . many thanks Eveeran_Knight. Outstanding!

I would be more than happy to help with the ergonomics where I could and check for comprehension - if I can understand something written about the CS, anyone can . . . [bit like Napoleon's Mameluke bodyguard ;)]

And to Alexx, Fallen Paladin, Larissa Mem, PirateLord, Earth_Wyrm and bjam - many thanks for the responses. I'm hopin' folk will hang in there and help Eveeran_Knight pull this together.
Earth_Wyrm - can those Screenshots be recycled into the tutorial?


Strikes me it might have a few components, something like this, much of which has already been addressed here?

1. - levelled lists overview? - what they are, why they are, how they work and what the various utilities do with them (in outline)

2. - managing your levelled list mods? - just the very basics - simple steps and rules of thumb for any mod user of what they need to do to keep this sorted out in their game and how to safely merge mods that have levelled lists

3. - tweaking (editing) LL mods? - again for the user - how to edit, modify, adjust, combine, build a personal LL loot mod etc - the full-meal deal going from simple to complex - step-by-step- rules of thumb etc - how to test?

4. - using LL in your mod? - how-to, assuming perhaps better CS knowledge than # 3 - covering much the same issues (copy, cut n'paste or internal links) but from the building from nothing point-of-view?


Known sources, beyond the excellent material in this thread:

- page 44-45 of the Mod Maker's Manual v.2 (Larissa Mem)

- page 130 in both Doc and PDF versions of Morrowind Scripting for Dummies (8th Edition)

- other pieces in other tutorials we may yet find?

- this older but useful thread started by NeoCarnageZX and http://www.mwmythicmods.com/Archives/Mods/Leveled%20List.htm and similarly,
a copy of the http://www.mwmythicmods.com/Archives/Mods/(WIP)%20TES%20Plugin%20Tool%20-%20cleaning%20plugins,%20merging%20leveled%20lists.htm thread and
[REL] Leveled List Resequencer v1_0 for TESTool http://www.mwmythicmods.com/Archives/mods.htm,
as well as Wrye's well-documented how-Mash-does-it posts and stuff.

- other recent threads:
http://www.elderscrolls.com/forums/index.php?showtopic=214032&hl= has some comment about LL in response to questions I think
http://www.elderscrolls.com/forums/index.php?showtopic=206075&hl= has some important information about scripting and LL that would maybe need referencing and a caveat in the building LL section(s)?


I have some questions - clarification of some of the content already posted - but will come back to that. . . .


This is great news, Eveeran_Knight, thanks . . . :thumbsup:
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Lily Evans
 
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Post » Sat May 28, 2011 7:11 am

Earth_Wyrm - can those Screenshots be recycled into the tutorial?

Absolutely, though you might want to put 'em on a more permanent server 'lest I accidentally delete them at some point when cleaning up my photobucket account.
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herrade
 
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