Levelled List Tutorial

Post » Sat May 28, 2011 5:03 pm

*sighs* Well, I'm starting to muck around in the CS, and of course I want more spears for my character to play with, and so the Leveled List rears its ugly head in the face of my CS ignorance.

A dummy guide would be very much appreciated. :nod:
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Matthew Warren
 
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Post » Sat May 28, 2011 5:58 am

Thanks for linking to this, It answered alot of questions. Good job guys!
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Ridhwan Hemsome
 
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Post » Sat May 28, 2011 6:20 pm

Unfortunately, you cannot add multiple items in a levelled list (like 20 arrows), this feature was added into Oblivion though.
Makes adding marksmen ammo annoying as loot.

Sure you can. I don't have the CS in front of me, but I'm pretty sure you just double-click the number next to the item. Not the level number.... somewhere else...
Look at the leveled gold lists, they have multiple number of gold in them.

edit: no, I think I"m wrong. I'm thinking of the npc inv. menu. sorry :P

side note, I have been writing a small MCA tut that has info on how to utilize it's leveled lists. that might help people with lists in general, too.
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Amber Hubbard
 
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Post » Sat May 28, 2011 5:45 pm

Concerning levelled lists I'd have one question left.
How can I make it, that only non-amour or weapon merchants are selling new things, like in "necessities of morrowind". This Mod adds lots of nice ingredients (like apple, cakes, fruit juice, roasted fish ect.) But I just want to use the new items, without having the scribt for hunger or thirst. So I thought to create a new levelled list with those items, which should be offered my tavern owners, pawnbrokers or anyone else who would sell food in Morrowind.
I am just not sure how to make it. Maybe someone could tell me.

Thank you ^_^
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Rachel Tyson
 
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Post » Sat May 28, 2011 7:13 am

If I wanted to do that, I'd probably just take the NOM .esp and gut it of all the relevant scripts. That way I could keep the food stores too. :D
I haven't used the CS for a long ol' time though, so maybe someone else can give you a hand with doing exactly what you want to do. :unsure:
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Matt Bee
 
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Post » Sat May 28, 2011 8:14 am

I have already tried to delete the scripts for hunger and thirst, because it seemed to be the easiest way of having all the food items.
Unfortunately, when I did so, the game would crash every time between 12 pm. and 8 pm (ingame time)
I don't know for what other purpose the hunger/thirst scribt is there, but you can't delete it from the mod properly.
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Shaylee Shaw
 
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Post » Sat May 28, 2011 4:18 pm

Thanks for linking to this, It answered alot of questions. Good job guys!

Glad it helped. :thumbsup:
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OJY
 
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Post » Sat May 28, 2011 2:27 pm

Hi! Thanks for this great thread. I just went on a downloading spree and I was pretty confused about levelled lists until I read this thread. I now have it saved on my computer. Thanks! :goodjob:
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N3T4
 
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Post » Sat May 28, 2011 5:17 pm

Hi! Thanks for this great thread. I just went on a downloading spree and I was pretty confused about levelled lists until I read this thread. I now have it saved on my computer. Thanks! :goodjob:

Glad it helped.
For many of us they are not the easiest things to manipulate it seems.
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Nany Smith
 
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Post » Sat May 28, 2011 10:27 am

. . .
http://www.gamesas.com/bgsforums/index.php?showtopic=825711, a recent ES mod forum thread

Hi Ronin

( Using a List in a Script )

I have been wondering this ever since i touched the Cursed Items, so i was very hopeful when i saw you mention this post. But alas : the link is broken. All the work i put in deep forests of Leveled Lists available in a script simply by using the List's definition, somehow. But if i do PlaceAtPC lcSomeListOfHorribleCreatures , it doesn't seem to work. So i have to resort to monstrous switch-like constructions to re-invent the wheel in script-language. Which i refuse. So these scripts are terribly predictable. Still pretty tough though :-)

I guess it can be done, at only a bit more effort. Do you - or anyone else - know whether ( and if so : how ) it can be done ?

Thanx in advance,
Bye,
Rolf

PS - if it were possible, it might be a good thing to mention in the Tutorial as well :-) .
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Genocidal Cry
 
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Post » Sat May 28, 2011 8:23 am

Just out of interest, does Chance None set at 100 actually work? That is, will this ensure the leveled creature/ NPC never spawns, or won't the game recognise a 100% setting?

I only ask because I've tried removing leveled list NPCs in the past by doing this, but it doesn't seem to have worked .. the NPCs have still spawned.

There may have been another reason for this though (i.e. I was already using merged lists or save games which contained a different setting?), but anyway, just wondering.... :huh:
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Terry
 
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Post » Sat May 28, 2011 11:23 am

This is indeed a great thread. I wish I had read it before I went to all the effort to make my first attempt at a general-release mod (my http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7819). :facepalm:
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Avril Churchill
 
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Post » Sat May 28, 2011 6:35 pm

...I have been wondering this ever since i touched the Cursed Items, so i was very hopeful when i saw you mention this post. But alas : the link is broken. ....
There is a copy of that thread here if you would care to download it - http://www.mediafire.com/file/xyxjnn0dzin/Is%20it%20possible%20to%20add%20leveled%20items%20through%20script.htm
There are some problems with this approach IIRC: see also DarkDragon's extensive thread on this issue, as mentioned in the thread above by Trunksbomb.

Hope that helps.
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Adrian Morales
 
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Post » Sat May 28, 2011 11:05 am

. . .
Hope that helps.

Thanx, i've read it with interest, but unfortunately the result is negative. Alas.
Unless of course someone out there discovered a way anyway.

Nesting scripts is not an option either. It seems scripting just isn't my cup of tea.
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James Shaw
 
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Post » Sat May 28, 2011 11:45 am

IIt seems scripting just isn't my cup of tea.

I completely understand. I always thought it was a funny way of writing. ;)

And a necromantic ... :poke:
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james kite
 
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Post » Sat May 28, 2011 7:29 pm

So, is there a tutorial for "levelled lists for dummies"? I have seen a lot of info spread all over the net about this, and it would be great to find a single source that is unanimously agreed upon (or even generally preferred, in case EVERYONE cannot agree on one way to do levelled lists)

ST
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James Potter
 
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Post » Sat May 28, 2011 7:29 am

So, is there a tutorial for "levelled lists for dummies"? I have seen a lot of info spread all over the net about this, and it would be great to find a single source that is unanimously agreed upon (or even generally preferred, in case EVERYONE cannot agree on one way to do levelled lists)

Not that I know of... but you do realize that this very thread has LOTS of detailed info in it.
Read these posts:
http://www.gamesas.com/index.php?/topic/523132-levelled-list-tutorial/page__view__findpost__p__7492635
http://www.gamesas.com/index.php?/topic/523132-levelled-list-tutorial/page__view__findpost__p__7509299
http://www.gamesas.com/index.php?/topic/523132-levelled-list-tutorial/page__view__findpost__p__7526360
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Chantel Hopkin
 
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Post » Sat May 28, 2011 4:53 pm

I did read this thread before posting. Levelled lists are something I have not done anything with, so I only know what I've read.

Is there any reason why to or not to use adding to a levelled list using scripts? I seem to recall reading this is not a good idea.

ST
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Albert Wesker
 
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Post » Sat May 28, 2011 6:37 pm

Is there any reason why to or not to use adding to a levelled list using scripts? I seem to recall reading this is not a good idea.

Well, mostly because it's not compatible with leveled list merging tools, and Wrye Mash will even remove modified leveled lists from savegames. It's explained on http://www.uesp.net/wiki/Tes3Mod:Leveled_Lists page.
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Charlotte X
 
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Post » Sat May 28, 2011 8:02 am

Thank you, that link was really all I needed to know about levelled lists

ST
ps, as far as I am concerned, this topic can be closed, thanx again!!!
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Makenna Nomad
 
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Post » Sat May 28, 2011 5:20 am

ps, as far as I am concerned, this topic can be closed, thanx again!!!

This thread has been around for many years, because it is full of handy info and in-depth conversation. I hope that the Mods keep it open for future bumping.
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Eddie Howe
 
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Post » Sat May 28, 2011 9:38 am

This thread has been around for many years, because it is full of handy info and in-depth conversation. I hope that the Mods keep it open for future bumping.

Ditto, Pluto.
Herewith: some future bumping ....
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Ruben Bernal
 
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Post » Sat May 28, 2011 12:48 pm

This thread has been around for many years, because it is full of handy info and in-depth conversation. I hope that the Mods keep it open for future bumping.

Ditto
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Hussnein Amin
 
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Post » Sat May 28, 2011 9:16 pm

Regarding the "Calculate from all levels < = PC's level" option explained in the first page of this thread by a few different contributors, there seems to be some erroneous information about when it is not check marked. (Although, Piratelord wonders about it functioning the actual correct way in post #8)

Basically it was stated that if the option is not selected, items will only appear if the PC is equal to the level assigned to the item, when in fact the PC will trigger the item equal to or next below his level on the list.

So, for example, if "Calculate from all levels < = PC's level" is not check marked for the following list

1 Iron Club

5 Ebony Club

10 Daedric Club

a PC level 1-4 will trigger the Iron Club, 5-9 will trigger the Ebony Club only, and 10 and above will trigger the Daedric Club only.

If it functioned as stated earlier in this thread that you had to be the exact level, only PCs at level 1, 5, and 10 would ever trigger anything from the list, which is rather restrictive for such an open ended game as MW.

An important distinction.

Apparently the Morrowind Mod Maker Manual doesn't quite word it right either as quoted in this thread http://www.gamesas.com/index.php?/topic/1167969-leveled-lists/.
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cosmo valerga
 
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