Alonia Bloodsteel
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Hello all! I'm working on overhauling Fallout's late game, and am slowly wading into the script side... Is there a way to remove an item from a LL after a certain level? For instance, if I had Raiders start to get better stuff than X Mod + Raider armor through script injection into their armor lists (so as to avoid mod conflicts), could I remove them as well through a similar script? I know technically I could insert multiple copies of the weaponry into the Leveled Lists and "dilute" the chance of items I'd remove showing up (at least, in theory/my head such makes sense), but is there a way to remove them altogether (and if not, is anyone familiar with the chance statistics? Is it even split within items in the LL)?
Now, the second, I know that there are notes placed around the Commonwealth that unlock recipes... However, in my experience they are typically placed (I presume to avoid having "repeat" recipes), would it be possible to have them be in a say Leveled List... say... "AB_LLA_WeaponRecipes" but have it so that if someone finds the particular recipe any further instances of it are nulled/replaced?
If not, a simple script relegating recipes based on level would work, I suppose. Finding weapon schematics just seems both a touch more immersive and adds to the looting dynamic as well, IMO.
Thanks for taking the time to read this,
A.B.
Now, the second, I know that there are notes placed around the Commonwealth that unlock recipes... However, in my experience they are typically placed (I presume to avoid having "repeat" recipes), would it be possible to have them be in a say Leveled List... say... "AB_LLA_WeaponRecipes" but have it so that if someone finds the particular recipe any further instances of it are nulled/replaced?
If not, a simple script relegating recipes based on level would work, I suppose. Finding weapon schematics just seems both a touch more immersive and adds to the looting dynamic as well, IMO.
Thanks for taking the time to read this,
A.B.