use Creation Kit or some sort of Papyrus editor. there is a list of custom settings near the top of the script: ;========================= ; MAX is the max possible item per drop ; LOOP max possibility of item drops ; dropping gems seems to require a bit more ; work to force higher amounts ; But I have managed to increase them a bit
int Property OREMAX = 10 Auto Hidden <- editable int Property ORELOOP = 5 Auto Hidden <- editable int Property OLOOP Auto Hidden int Property OREDROP Auto Hidden int Property GEMMAX = 10 Auto Hidden <- editable int Property GEMLOOP = 10 Auto Hidden <- editable int Property GLOOP Auto Hidden ;=========================
the minimum for everything is a hard int 1. I added 2 custom functions to handle the custom drops: ;=========================================================================== Function DropOre() OLOOP = Utility.RandomInt(1,ORELOOP) OREDROP = 0
Function DropGem() GLOOP = Utility.RandomInt(1,GEMLOOP) while GLOOP > 0 (game.getPlayer()).addItem(lItemGems10, Utility.RandomInt(1,GEMMAX)) GLOOP -= 1 endWhile endFunction ;===========================================================================
they are called via the vanilla Function GiveOre(): if ore (game.getPlayer()).addItem(Ore, ResourceCount) DropOre() endif if lItemGems10 (game.getPlayer()).addItem(lItemGems10) DropGem() endif
So this allows the vanilla function to operate while my edits are triggered on the side .. yea
Editing limits (2 comments)
there is a list of custom settings near the top of the script:
;=========================
; MAX is the max possible item per drop
; LOOP max possibility of item drops
; dropping gems seems to require a bit more
; work to force higher amounts
; But I have managed to increase them a bit
int Property OREMAX = 10 Auto Hidden <- editable
int Property ORELOOP = 5 Auto Hidden <- editable
int Property OLOOP Auto Hidden
int Property OREDROP Auto Hidden
int Property GEMMAX = 10 Auto Hidden <- editable
int Property GEMLOOP = 10 Auto Hidden <- editable
int Property GLOOP Auto Hidden
;=========================
the minimum for everything is a hard int 1.
I added 2 custom functions to handle the custom drops:
;===========================================================================
Function DropOre()
OLOOP = Utility.RandomInt(1,ORELOOP)
OREDROP = 0
while OLOOP > 0
OREDROP += Utility.RandomInt(1,OREMAX)
OLOOP -= 1
endWhile
(game.getPlayer()).addItem(Ore, OREDROP)
endFunction
Function DropGem()
GLOOP = Utility.RandomInt(1,GEMLOOP)
while GLOOP > 0
(game.getPlayer()).addItem(lItemGems10, Utility.RandomInt(1,GEMMAX))
GLOOP -= 1
endWhile
endFunction
;===========================================================================
they are called via the vanilla Function GiveOre():
if ore
(game.getPlayer()).addItem(Ore, ResourceCount)
DropOre()
endif
if lItemGems10
(game.getPlayer()).addItem(lItemGems10)
DropGem()
endif
So this allows the vanilla function to operate while my edits are triggered on the side .. yea