Okay the KID file shows allowed drop items, and the scripts/equipmentscripts only show 1's and 0's, I don't see a clear percentage field to change it.
1. How would I restrict it to only Armor, Weapons, and Gold?
2. How would I make it so the less health I have the more likely I would drop something - OR How would I change the global percentage chance on drop for player AND npcs?
This mod is literally a diamond but it's too subtly implemented
- if you want to restrict items, you need to edit Knock It Loose_KID.ini. To remove anything you don't want - erase that entry. To add something new -refer to the Keyword Item Distribution documentation (right on that mod's page)
- the percentages can be changed through the KnockItLooseEffect.json, as the mod description says in the Customization part. I don't recommend to edit/recompile the scripts, you don't want this. And you don't need to use SSEEdit, unless you want to restrict everything for the player
If you want to customize slots or whatever is more complex than percentages, check out the CIF documentation
(a link on that mod's page) and see if your idea is even possible, because, for example, CIF allows exceptions only for global values, you can't filter out the player. The health thing should be easier
i mean my thing is literally a config + fancy spells applied through this config, it works fully on the basis of other frameworks
I just changed "Blocked : [No] to [Yes] in hopes that it'll allow shields or weapons to drop more often in combat
I also changed Percentage from 5% to 15% in hopes that it'll happen more often in combat. I had to edit 2 different files (knockitloose and knockitlooseeffects)
Your mod description claims 1% chance default, but in the file it says 5% default (changed to 15%)
it's a config, you can't attach MCM to it. As for the percentages, your download history shows you're using an old version, i recalculated the percentages for the latest CIF version in the new one. If you want to customize slots or whatever is more complex than percentages, check out the CIF documentation
Thanks for your reply, I will update and go and and change value to 15% if I can find it. (or if you can add optional files for 15% and 25% I'm sure it will help a lot of ppl, also ppl who use Combat Arousal and need a substitute)
Cool! I inserted that text in the file and went to test. It took a while but I finally saw some enemies drop pieces of armor, as well as my own character. So it works but it seems the drop chance is pretty low. And now I wonder if there's a way to keep my character and followers as an exception so I don't end up losing some important gear and items later.
to increase the chance, you can edit JSON, the field with percentages. As for exceptions, CIF seems to support them only for global values, alas. I think you have to work with SSEEdit. I originally intended the mod to be merciless to everyone for realism sake, so I'm unlikely to do it for now
to take it further, even if you hit someones shield several times with a heavy weapon = drop the shield.. thanks for even considering it lol, and thanks for your work
- Does the script run on every one fighting someone or only for the one the player is fighting with ? If it runs on every fight that is going on, how does it affect the performance ? - The items dropped and not picked up are stored in the savegame ?
thanks) - the script is only fired when the torso/arm strike is triggered (no matter whose) and the strike itself hits that small success rate, no performance hit - yes, the items are stored in the save, but they fall out so few due to low probability that there should be no harm either (the gif is exaggerated). And they disappear over time like any dropped item in vanilla
23 comments
1. How would I restrict it to only Armor, Weapons, and Gold?
2. How would I make it so the less health I have the more likely I would drop something
- OR
How would I change the global percentage chance on drop for player AND npcs?
This mod is literally a diamond but it's too subtly implemented
- the percentages can be changed through the KnockItLooseEffect.json, as the mod description says in the Customization part. I don't recommend to edit/recompile the scripts, you don't want this. And you don't need to use SSEEdit, unless you want to restrict everything for the player
i mean my thing is literally a config + fancy spells applied through this config, it works fully on the basis of other frameworks
Mod does work though, mages drop spell tombs and what not sometimes, pretty cool.
% chance of drop on any item
how to add/restrict slots
I just see a bunch of ">1 then <1 maxcount ak count" type sh*t and my smooth brain doesn't wanna screw up the mod.
I also changed Percentage from 5% to 15% in hopes that it'll happen more often in combat. I had to edit 2 different files
(knockitloose and knockitlooseeffects)
Your mod description claims 1% chance default, but in the file it says 5% default (changed to 15%)
For all I know that's not the write edit. Idk
(or if you can add optional files for 15% and 25% I'm sure it will help a lot of ppl, also ppl who use Combat Arousal and need a substitute)
Keyword = KIL_Allowed|Armor|
thanks for even considering it lol, and thanks for your work
Naturally i have some questions.
- Does the script run on every one fighting someone or only for the one the player is fighting with ? If it runs on every fight that is going on, how does it affect the performance ?
- The items dropped and not picked up are stored in the savegame ?
Thx and happy modding
- the script is only fired when the torso/arm strike is triggered (no matter whose) and the strike itself hits that small success rate, no performance hit
- yes, the items are stored in the save, but they fall out so few due to low probability that there should be no harm either (the gif is exaggerated). And they disappear over time like any dropped item in vanilla