Filter
filterByLLs can be used to filter objects. (multiple separated by ,)
filterByContainers can be used to filter objects. (multiple separated by ,)
noFilterLL to use no filter
Example:
noFilterLL=true
Operations
addToContainers allows you to add objects/items to containers. Multiple have to be separated by , (object, count)
Example:
filterByContainers=Fallout4.esm|1338A7:addToContainers=myTestESP.esp|E4001733~100
Adds a leveled list to the filtered container with count/amount 100
removeFromContainers allows you to remove objects/items from containers. Multiple have to be separated by , (object)
Example:
filterByContainers=Fallout4.esm|1338A7:removeFromContainers=Fallout4.esm|f, Fallout4.esm|8531F, Fallout4.esm|85320, Fallout4.esm|F2E1E
addToLLs allows you to add objects/items to LLs. Multiple have to be separated by , (object, level, count, chance)
Example:
filterByLLs= myTestESP.esp|00001733:addToLLs=Fallout4.esm|00004822~1~1~0
Adds the 10mm weapon to the filtered leveled list for level 1 and count 1 with 100% spawn rate(it's inverted 0 = 100%, 30 = 70%)
removeFromLLs allows you to remove objects/items from LLs. Multiple have to be separated by , (object, <optional>level, <optional>count)
You also have the option to do advanced cleaning by passing operators like <, >, <=, >=
Example:
filterByLLs= myTestESP.esp|00001733:removeFromLLs=Fallout4.esm|00004822~none~>3
Removes all 10mm pistols from the filtered LL, where count is greater than 3.
filterByLLs= myTestESP.esp|00001734:removeFromLLs=Fallout4.esm|00004822~<=3~none
Removes all 10mm pistols from the filtered LL, where level is smaller equal 3.
filterByLLs= myTestESP.esp|00001734:removeFromLLs=Fallout4.esm|00004822
Removes all 10mm pistols from the filtered LL.
removeObjectsByKeyword allows you to remove objects/items from LLs by Keyword
Example:
filterByLLs= myTestESP.esp|00001733:removeObjectsByKeyword=Fallout4.esm|123
clear allows you to clear a LL of all items/object entries.
Example:
filterByLLs= myTestESP.esp|00001734:clear=yes
calcForLevel allows you to set the flag: Calculate from all levels <= players level
calcEachItem allows you to set the flag: Calculate for each item in count
calcForLevelAndEachItem allows you to set the flag: Calculate from all levels <= players level and for each item in count
calcUseAll allows you to set the flag: Use All and the amount of items that are allowed to drop
Examples:
filterByLLs= myTestESP.esp|00001734:calcForLevel=yes
filterByLLs= myTestESP.esp|00001734:calcEachItem=yes
filterByLLs= myTestESP.esp|00001734:calcForLevelAndEachItem=yes
filterByLLs= myTestESP.esp|00001734:calcUseAll=5
1 comment
Here's an example of weapon mods added to Arturo in Diamond City (it's written inline, I added the line breaks for readability):
filterByContainers=Fallout4.esm|001338A7:addToContainers=22Pack.esp|04D62~45,
AlexMakarovPistol.esp|01F8F~25,
AK400.esp|13AB4~30,
CombinedArmsEXPack.esp|03F95~40,
CombinedArmsNV.esp|24004~50,
DakHomemadeSaiga.esp|075FC~20,
DakHomemadeVityaz.esp|1FFEE~15,
DakJudgeRevolver.esp|0454E~15,
DakRevolverRifle.esp|4C979~15,
DOOM1911.esp|01F45~15,
DOOMDesertEagle.esp|02EBD~10,
FN502.esp|05D0B~20,
Glock19x.esp|091D6~25,
HK_MP5.esp|0E663~50,
HKUSP9mm.esp|01051~20,
HsProduktVhs2.esp|036FA~30,
L96A1.esp|0A0E8~15,
LeeEnfieldNo4MkI.esp|0A10A~20,
M1A.esp|0A860~30,
M9A3.esp|01905~25,
M1014.esp|0ECDF~15,
MP7.esp|0FC18~15,
P220.esp|054C6~20,
P99.esp|18C99~20,
Pig1887Munitions.esp|243E7~10,
ReconPack.esp|07A55~20,
RiotShotgun.esp|02A1E~15,
RU556.esp|0267F~30,
RussianAssaultPack.esp|09615~45,
SelectShotgun.esp|30D69~30,
SPR300.esp|01FDE~30,
VarmintShotgun.esp|0A830~20,
AttachPack.esp|9F265~100,
Vanilla_Attachments_at_Vendors.esp|04C50~30,
Vanilla_Attachments_at_Vendors.esp|04C53~120,
Vanilla_Attachments_at_Vendors.esp|04C54~60
This works perfectly, the mods are added to the vendor, and I can buy them without an issue. The problem I'm facing is that when I try to load a game in DC, next to Arturo's shop, my game crashes. I checked the FormIDs, and they're all fine.
When I remove the .ini file, the same save file loads up just fine. What looks indicative is that it also loads up fine when I remove a bunch of items, making the list of items to add to the vendor's container smaller. Considering I remove those at random and that they show up in the vendor's inventory when just entering the cell and going shopping, I wouldn't say its a problem with the mods themselves or the Leveled Lists I created. I also tried changing the amount of added items for all mods to 1, but it still crashes. Separating them in individual .ini files within the folder also doesn't help.
Is there a limit to the amount of items I can add to one container or am I doing something else wrong here? Should they be ordered as in the load order, and not alphabetically? I'm running out of ideas here...