Noob question. can i use this to add armor to 1 npc only? like for example i want to add a modded armor to a companion like piper so she could use it at the start?
from my experience, it'd be better to simply edit her inventory directly by making a plugin or editing the plugin of the armor you want her to wear. leveled lists are a tool to edit variables for multiple NPCs at once as opposed to editing particular NPCs
Firstly, many thanks to Zzyxzz for creating the RobCo Patcher mod. It works wonderfully well to change item names for tagging in FIS and a great many other things that are invaluable.
However I have been struggling to get Level Lists working as desired. These are my findings, perhaps this will help somebody else and hopefully somebody may be able to shed some light on what I've found.
I installed a new weapon, the HK Mk23, without any level list injections, except for shops, nothing for enemies and in particular nothing at all for raiders. I downloaded the Leveled List template for RobCo from this mod page.
Renamed and updated the template .ini file and dropped it into the correct RobCo directory as can be seen from this RobCo log entry: (616)[info] Processing config file .\Data\F4se\Plugins\RobCo_Patcher\leveledList\\PistolMods\PistolMods.ini...
I opened the console in the game and spawned some raiders like so:
14.placeAtMe F757B 5 All these F757B raider wasters spawn with melee weapons for me. The resurrect command did not help. No Mk23's at all.
14.placeAtMe EB312 5 EB312 raider survivalists. The resurrect command did not help. No Mk23's at all, but I did get some higher level weapons e.g. plasmas, MK18's (a familiar mod with a LLI esl file) etc.
14.placeAtMe 19567 5 19567 raider veterans, level 10+. The resurrect command did not help. No Mk23's at all, but again I did get some high level weapons e.g. miniguns, plasmas and MK18's (mod with a LLI esl file) etc.
I was about to give up entirely but then I tried: 14.placeAtMe 149c9F 5 149c9F are also raider veterans according to the wiki, but higher level 39+. All spawned with Mk23's. I tried multiple times all of them always spawned with Mk23's. I also tried resurrect on them, still always got Mk23's.
My level is well over 100, but I thought that HRP_Mk23.esp|FA0~1~1~0 should force Mk23's to spawn on raiders when their level is 1. In other words raiders that are level 1 and up should get Mk23's, regardless of what my level is.
ESP / ESL files seemingly work differently to the RobCo Patcher method because I do see those weapons spawning on lower level raiders.
The above findings raise many questions, but I guess the most pertinent is: What can I put into the RobCo patcher LLI .ini file to force raiders that are at level 1 to spawn with (in this example) the Mk23 (please note I've already tried "clear=yes" to no avail)?
I'm Just starting to dive deeper into FO4Edit and CK. It seems like Dankrafts injection script has been the go to since it came out to add weapons to the LL easily and without too many issues. Robco Patcher seems like an amazing tool, I'm just wonder how this differs or is better than the injection script that has been the go to for many. I'm about to start a new play-through and want to completely customize each factions LL and would like to know which of them would work best for what I'm going for.
I just want to replace 10mm, assault rifle and laser weapons with 12.7mm, service rifle, wattz laser gun and 6520/ n-80 pistols. Ive watch tutorials etc but im just too dumb to do it =(
I figured out a few ways since i posted this. I had dificult on making uniques to be replaced, but it was taking too much effort, aside from Overseer Guardian they dont worth it. My current problem is to make the .50 ammo conversion of this mod to work. https://www.nexusmods.com/fallout4/mods/56407
I'm trying to add clothes to containers leveled list "like the suitcase" But I can't get them to spawn. Here is the list I'm trying to get to work. //************************* //*** Container //************************* //Container_Loot_Suitcase_Clothes [LVLI:0006D4B2] filterByLLs= Fallout4.esm|0006D4B2:addToLLs=VtawWardrobe8.esp|0301784D~1~1~0
31 comments
//*************************
//*** Container
//*************************
Container_Loot_Safe_Prewar [LVLI:0006D4AF]
filterByLLs= Fallout4.esm|002049DD:addToLLs=Aeon Flux.esp|9D4B8159~1~1~0
Container_Loot_Trunk [LVLI:000D6E66]
filterByLLs= Fallout4.esm|002049DD:addToLLs=Aeon Flux.esp|9D4B8159~1~1~0
LLC_Locker [LVLI:000673B8]
filterByLLs= Fallout4.esm|002049DD:addToLLs=Aeon Flux.esp|9D4B8159~1~1~0
Container_Loot_Suitcase_Clothes [LVLI:0006D4B2]
filterByLLs= Fallout4.esm|002049DD:addToLLs=Aeon Flux.esp|9D4B8159~1~1~0
Container_Dresser [LVLI:0006D4BB]
filterByLLs= Fallout4.esm|002049DD:addToLLs=Aeon Flux.esp|9D4B8159~1~1~0
//*************************
//*** Vendor
//*************************
//LL_Vendor_Weapon_GunGeneralStore [LVLI:002049DD]
filterByLLs= Fallout4.esm|002049DD:addToLLs=Aeon Flux.esp|9D4B8159~1~1~0
//
Am I correct in only applying the Aeon Flux unique mod ID to each container record?
Or, should I be creating individual entries for each armor part, with the item ID for the listing?
Thanks,
Ian
leveled lists are a tool to edit variables for multiple NPCs at once as opposed to editing particular NPCs
Firstly, many thanks to Zzyxzz for creating the RobCo Patcher mod.
It works wonderfully well to change item names for tagging in FIS and a great many other things that are invaluable.
However I have been struggling to get Level Lists working as desired.
These are my findings, perhaps this will help somebody else and hopefully somebody may be able to shed some light on what I've found.
I installed a new weapon, the HK Mk23, without any level list injections, except for shops, nothing for enemies and in particular nothing at all for raiders.
I downloaded the Leveled List template for RobCo from this mod page.
Renamed and updated the template .ini file and dropped it into the correct RobCo directory as can be seen from this RobCo log entry:
(616)[info] Processing config file .\Data\F4se\Plugins\RobCo_Patcher\leveledList\\PistolMods\PistolMods.ini...
This is in the PistolMods.ini:
//*************************
//*** Container
//*************************
//LL_Weapons_Guns_Short [LVLI:000673B2]
filterByLLs= Fallout4.esm|000673B2:addToLLs=HRP_Mk23.esp|FA0~1~1~0
//Container_Loot_DuffleBag_Guns_Raider [LVLI:0006D4A9]
filterByLLs= Fallout4.esm|0006D4A9:addToLLs=HRP_Mk23.esp|FA0~1~1~0
//*************************
//*** Raider
//*************************
//LLI_Raider_Melee_Standard [LVLI:00249D85]
filterByLLs= Fallout4.esm|00249D85:addToLLs=HRP_Mk23.esp|FA0~1~1~0
//LLI_Raider_Weapons [LVLI:0005E8E5]
filterByLLs= Fallout4.esm|0005E8E5:addToLLs=HRP_Mk23.esp|FA0~1~1~0
//LLI_Raider_Auto [LVLI:0023D8CA]
filterByLLs= Fallout4.esm|0023D8CA:addToLLs=HRP_Mk23.esp|FA0~1~1~0
I opened the console in the game and spawned some raiders like so:
14.placeAtMe F757B 5
All these F757B raider wasters spawn with melee weapons for me. The resurrect command did not help. No Mk23's at all.
14.placeAtMe EB312 5
EB312 raider survivalists. The resurrect command did not help. No Mk23's at all, but I did get some higher level weapons e.g. plasmas, MK18's (a familiar mod with a LLI esl file) etc.
14.placeAtMe 19567 5
19567 raider veterans, level 10+. The resurrect command did not help. No Mk23's at all, but again I did get some high level weapons e.g. miniguns, plasmas and MK18's (mod with a LLI esl file) etc.
I was about to give up entirely but then I tried:
14.placeAtMe 149c9F 5
149c9F are also raider veterans according to the wiki, but higher level 39+. All spawned with Mk23's.
I tried multiple times all of them always spawned with Mk23's. I also tried resurrect on them, still always got Mk23's.
My level is well over 100, but I thought that
HRP_Mk23.esp|FA0~1~1~0
should force Mk23's to spawn on raiders when their level is 1.In other words raiders that are level 1 and up should get Mk23's, regardless of what my level is.
ESP / ESL files seemingly work differently to the RobCo Patcher method because I do see those weapons spawning on lower level raiders.
The above findings raise many questions, but I guess the most pertinent is:
What can I put into the RobCo patcher LLI .ini file to force raiders that are at level 1 to spawn with (in this example) the Mk23 (please note I've already tried "clear=yes" to no avail)?
what i do not see is our chance variable or level dynamic system
But thank you for the answer!
But I can't get them to spawn. Here is the list I'm trying to get to work.
//*************************
//*** Container
//*************************
//Container_Loot_Suitcase_Clothes [LVLI:0006D4B2]
filterByLLs= Fallout4.esm|0006D4B2:addToLLs=VtawWardrobe8.esp|0301784D~1~1~0
-you dont have to worry about whitespace
-you dont need indexing[the first two? numbers] just use the item unique id
basically read the robco patcher page and forum for any caveats.