Difference between revisions of "Leveled Creature"

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* All scripts and AI packages of NPCs are always overridden by the Creature Template.  If the Creature Template is blank, the script and AI packages of any generated NPC will also be blank.  
* All scripts and AI packages of NPCs are always overridden by the Creature Template.  If the Creature Template is blank, the script and AI packages of any generated NPC will also be blank.  


* The '''Chance of None''' system is flawed. The Oblivion random number generator (including [[GetRandomPercent]] only seems to run once during the OnLoad phase. If you have a bunch of spawn points that all have a '''Chance of None''', this means you'll often end up with an "all or none" situation (i.e., either no enemies spawn at all or they all spawn).  
* The '''Chance of None''' system is flawed. The Oblivion random number generator (including [[GetRandomPercent]]) only seems to run once during the OnLoad phase. If you have a bunch of spawn points that all have a '''Chance of None''', this means you'll often end up with an "all or none" situation (i.e., either no enemies spawn at all or they all spawn).
 
:To avoid this problem, create an actor using an invisible NIF and zero health (will die immediately when the cell is loaded, and deleted when the cell resets). Include this 'dummy' actor in your leveled list to simulate a chance of none.
 
:For example, a leveled list with 3 skeletal guardians and 1 dummy actor will have a 75% chance of a "real" spawn and a 25% chance of none.


[[Category:Creatures]]
[[Category:Creatures]]
[[Category:Leveled Lists]]
[[Category:Leveled Lists]]

Latest revision as of 17:05, 27 December 2009

A leveled creature is a leveled list that will generate an NPC or creature based on the current level of the player.

  • Marker Script: The script that is attached to marker reference, but not the actor generated by the list.
  • Creature Template: The script and AI packages from this actor are forced onto the generated actor that is spawned by the leveled list. They replace any packages or script that the generated actor might otherwise have.
  • Calculate from all levels <= PC's level: If checked, the level list will use any actor at or below the player's level in the list. If not checked, it uses the closest actor or actors to the player's level, but not exceeding it. The lower threshhold is governed by the iLevCreaLevelDifferenceMax setting
  • Calculate for each item in count: If this list is in another leveled list with a count greater than zero, this checkbox determines if each item in the count is the same, or is recalculated.
  • Chance None: The chance that the leveled list will not generate an actor.
  • Object: New actors are added by dragging them into the window. Selected actors in the list are modfied with this pull down.
  • Level: The selected actor's associated level is altered here.
  • Count: The number of actors created if this item is chosen.
  • Preview Calculated Result: Generates an example list of actors that this list might generate.
  • Preview level: The assumed level of the player for the Preview Calculated Result button.
  • Preview Count: The number of times the list should be generated for the Preview Calculated Result button.


Notes[edit | edit source]

  • The reference for a leveled list has a level modifier field that allows the player to force the list to shift up or down from the player's level.
  • A Leveled Creature list cannot contain any NPCs who do not have the "No low level processing" flag checked.
  • All scripts and AI packages of NPCs are always overridden by the Creature Template. If the Creature Template is blank, the script and AI packages of any generated NPC will also be blank.
  • The Chance of None system is flawed. The Oblivion random number generator (including GetRandomPercent) only seems to run once during the OnLoad phase. If you have a bunch of spawn points that all have a Chance of None, this means you'll often end up with an "all or none" situation (i.e., either no enemies spawn at all or they all spawn).
To avoid this problem, create an actor using an invisible NIF and zero health (will die immediately when the cell is loaded, and deleted when the cell resets). Include this 'dummy' actor in your leveled list to simulate a chance of none.
For example, a leveled list with 3 skeletal guardians and 1 dummy actor will have a 75% chance of a "real" spawn and a 25% chance of none.