belegost Posted October 6, 2024 Posted October 6, 2024 I'm trying to have Radiant Raiment merchant always stock several pieces of apparel from a mod. I know that the established method is to create a levelled list and add that list to a merchant container record. Please explain what are LVLD - Chance None and LVLF records responsible for? Â Bonus question: Since I want the merchant to ALWAYS have the items in stock, instead of creating a levelled list, can the items be directly added to the merchant chest? Would that work or would it cause the items to despawn when the merchant inventory is reset? Â Extra bonus question: Any easy to follow tutorials on the matter? Preferably not in video form, since my connection is currently garbage and I'm on a data plan.
belegost Posted October 6, 2024 Author Posted October 6, 2024 I found out by comparing records from other mods, that simply adding the item directly to chest should do the trick, without all the levelled list shenanigans. Â I would still like to know what the records I mentioned in the first question do, for future reference.
Qviddhartha Posted October 6, 2024 Posted October 6, 2024 1 hour ago, belegost said: I found out by comparing records from other mods, that simply adding the item directly to chest should do the trick, without all the levelled list shenanigans.  I would still like to know what the records I mentioned in the first question do, for future reference.  Make sure you test this. As I understand it, items placed in the container form via the CK or xEdit work strangely. They appear at first in all instances of the container, but removing the item from one container removes it from all the container instances.  This is not an issue for unique containers. Mostly for treasure chests with multiple instances/references. 1
belegost Posted October 6, 2024 Author Posted October 6, 2024 7 hours ago, pfB6cs said: This is not an issue for unique containers. Mostly for treasure chests with multiple instances/references. I needed to place items specifically in Radian Raiment merchant chest and it seems to work. I looked how Skooma Whore did it, by just placing Moon Sugar directly into Khajiit caravan chests. I will keep in mind what you said in case I want to potentially modify other containers in unspecified future.  I still would like to know about those two records though.
ghastley Posted October 10, 2024 Posted October 10, 2024 This should help. Â https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LVLI Â
belegost Posted October 10, 2024 Author Posted October 10, 2024 (edited) 1 hour ago, ghastley said: This should help. Â https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LVLI Â I have seen it. There is no explanation of what does it do, just a list of flags. It tells me nothing. If it would I'd have not asked in the first place. Edited October 10, 2024 by belegost
Frayed Posted October 17, 2024 Posted October 17, 2024 I haven't worked with leveled lists myself yet, but I'd recommend the Creation Kit wiki rather than the generic Skyrim / Elder Scrolls wiki for this kind of stuff. It tends to be fairly well documented for most modding things, it's usually what I turn to first if I want to know how something works. For example, for your question specifically about Leveled Lists it explains the "Chance None" and the flags: Â Quote Leveled Item Form Data ID: The Form ID of the object. Calculate from all levels <= PC's level: If checked, the level list will use any item at or below the player's level in the list. If not checked, it uses the closest item or items to the player's level, but not exceeding it. Calculate for each item in count: If this list is in another leveled list with a count greater than zero, this check box determines if each item in the count is the same, or is recalculated. Use All: Mutually exclusive with the previous two selections, Use All causes the list to always return all of its contents. Special Loot: Whether to select items from this list using the Special Loot formula. Chance None: The chance that the leveled list will not produce an item at all. This chance can be supplied either as a fixed percentage or as a value in a Global. Â Quite often it also has notes about gotchas, special interactions or bugs that you need to be aware of if you're using something. It's quite handy. 1
krzp Posted October 17, 2024 Posted October 17, 2024 Maybe just putting the items you need into the merchant's container chest using something like Containter Distribution Framework could do the trick? Should be easier than messing with xEdit all the time. 🙂
belegost Posted October 17, 2024 Author Posted October 17, 2024 (edited) 5 hours ago, Frayed said: Chance None: The chance that the leveled list will not produce an item at all. That's what I've been looking for. This is a weird and kinda unintuitive setup, as normally you would want to set a chance for item to spawn than otherwise, but I finally understand how that works. Â I stay away from CK, therefore it never occurred to me to look up its wiki (frankly didn't even know one exists). Maybe I'll have a gander at some other stuff there. Â Thank you, much obliged for providing the information I've been so desperately looking for. Edited October 17, 2024 by belegost
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