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Guide - Use All Flag and Chance None in Leveled Item

g12

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Description

This article shares some ideas about how to create your "apparel set" by utilizing "Use All" flag in "Leveled Item", as well as utilizing "Chance None" to add more randomness for headwears. 

I will use the esp we have created by following Guide - Leveled List Injection Quick Start

Use Case

For example, we would like to see the helmets in NCR Outfit Pack to only spawn together with NCR clothings. 

Steps

1. Added a new form under "Leveled Item" entry and set it exactly the same as the image below (except the EditorID). Make sure to check the "Use All" flag only and "Chance None" equal to 0. 

Spoiler

1.thumb.png.1e3792a63df1c9933892d9bb01a9fee2.png

2. Create another form under "Leveled Item" entry and in this form we will put the headwears from NCR Outfit Pack we want to inject. If you only want to inject one headwear, then you can either skip this step or also simply put that headwear into this leveled list. Make sure your flag is correct (No "Use All"). 

Spoiler

2.thumb.png.220864b817801f65194f58830e8be1ee.png

3. Now we back to the leveled list with "Use All" flag that we have created in step 1. We need to add our leveled list of outfit and leveled list of headwears under "Leveled List Entries". Here we set level both to 1, so when this "Use All" leveled list is called, it will always output both outfit and headwear. The count can only be 1 since this leveled list is used for NPC outfits. 

If you set the level for headwear leveled list to another non-zero value, then when this "Use All" leveled list is called, it will output the outfit with or without headwears depending on actor level. 

Spoiler

3.thumb.png.4bcd801929693bf76b8da03a3d31a639.png

4. Now we will play with "Chance None" field. If we want our headwear have 75% chance to appear, then simply set the Chance None field under our headwear leveled list to 25. 

Spoiler

4.thumb.png.493f024ae5c97d48650826ac944cadaa.png

5. You can also set a "Chance None" inside our headwear leveled list. For example, we set it to 20, which means our headwear leveled list will always have 20% chance to output an empty result whenever it is called. This "Chance None" will be affected by the "Chance None" in step 4. In this case, the final chance for our headwear to spawn is 80%*75%. 

Spoiler

5.thumb.png.bf6cb6036320f238dd6da45e231ed2d1.png

6. We can go a bit more deep. We want "Riot Gear Helmet" to spawn less and hence more rare. To achieve it, we can set the "Chance None" under "Riot Gear Helmet" under "Leveled List Entries" of our headwear leveled list. We would like it have 75% chance to not spawn. 

Spoiler

6.thumb.png.434c2363055d78d7d2eee5c5dcd6b5de.png

7. So to summarize, when our "Use All" leveled list is called, it will output the outfit at 100% chance but headwear at 75% chance.

And for the headwear leveled list, if it is successfully called (that is to say 75% chance to be called), it has 80% chance to pick one item from its lists, while 20% chance to pick nothing and output empty.

And if the headwear leveled list successfully picks one item from its list (that is to say 80% chance to pick one), each item in its list has 33% chance to be picked (Since there are 3 of them). 

And if one item has been successfully picked and the item is "Riot Gear Helmet", there is another 75% chance to output an empty one and only 25% chance to successfully output "Riot Gear Helmet". 

8. We can inject our "Use All" leveled list to basegame leveled lists or mannually add it, but do be careful that this leveled list contains headwears and you must check the "Caveat" part for each basegame leveled list in my article and make sure the target leveled lists accept outfits that include headwears. 



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