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Unlevel leveled lists using at-quickchange


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Posted (edited)

QuickChange can't do this I don't think.  You need a specific script which will loop through the leveled lists.

unit UserScript;

function Process(e: IInterface): Integer;
var
  entries, entry: IInterface;
  i: Integer;
begin
  if Signature(e) <> 'LVLI' then exit;
  entries := ElementByPath(e, 'Leveled List Entries');
  for i := 0 to Pred(ElementCount(entries)) do begin
    entry := ElementByIndex(entries, i);
    SetElementEditValues(entry, 'LVLO\Level', '1');
  end;
end;

end.

I think that should do the trick.  Will test...


EDIT: Tweaked and working.

Edited by Mator
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Posted (edited)

I'm removing most high level items from the leveled list, similar like morrowloot does. I'm leaving some lists, like merchants, untouched. I'm then adding a copy of the original list as a new leveled list and adds it as a sublist to the list that had high level loot removed. This way the chance of getting high level loot is greatly reduced without cluttering the original lists with copies of iron and steel entries. Dragonbone items are completely removed from my new sublists, daedric are left in some lists with the chance of finding it greatly reduced. Finally I'm probably going to delevel everything, add some skill requirements for using weapons and armours and lower the global chance of finding items. What functions I'll incorporate depends on if it's easy to do and if one might just as well use other mods to reach the same result. I'll release it on Nexus or Dropbox for anyone to use however they like.

 

My motivation is doing something like YASH or Morrowloot but very light weight and basic. I'm sacrificing functionality to make it as conflict free as possible. Hopefully a bashed patch will solve all conflicts.

 

Sent from my Nexus 6P using Tapatalk

Edited by dreadflopp
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