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Items Unique Item Lists įor some items, there is a single specific item that will appear, scaled in power based on your level at the time the item is created, and no more items from that list will ever be provided. Special Loot: This flag modifies (?) how items are selected from the list, in an unknown fashion.īecause the flags are set on the list (the only information passed in from the requester is quantity and desired level), duplication of tables with only the flags changed is somewhat common so that different behaviors can be achieved within a parent list, even though Chance None can be set by a variable, because those variables are global: if you want the same list to sometimes have a 0% chance of nothing and sometimes 25%, with the difference determined by what list is asking, the most practical solution is two lists with only the flag changed, despite the memory bloat this causes.ĭuplication of objects is both permitted and common, as it is the primary means for manipulating a list so that what it returns is not uniform in probability: a leveled list containing an iron battleaxe and two steel battleaxes has a 1/3 chance of returning the iron one and a 2/3 chance of returning the steel one.When not set, it is 0 - the list always returns something. This can be a fixed chance set on the list itself, or a global value. Chance None: The chance, whenever this list is consulted, that it will return nothing, instead of a selection.Use All: This overrides the above two settings this list always returns all of its contents, 1 of each selection.Each: If set, when another list applies a quantity larger than 1 to this list, instead of picking one option to return with a quantity multiplied by the other list's quantity, the other list's quantity determines how many options are selected individually, and then all of them are returned.All Levels: If set, the list will not ignore items with an item level less than the greatest item level in the list which does not exceed the player's level.These behaviors are modified with some flags set on the list itself, meaning anything using that list obeys the same flags: If the listed item was itself another list, that other list figures out what it's going to return, and this list multiplies the number of everything it gets back by the quantity it associates with that list. For example, a list that contains an item with item level 1, two items with item level 2, and 1 item with item level 4, being consulted relative to a player of level 3, will randomly select one of the two items with item level 2 - the item level 4 item has an item level that is higher than the player's level, and the item level 1 item has an item level that is lower than the greatest item level in the list after that comparison, so both are ignored. "Standard" behavior is for a list to contain one selection from its list it picks exactly one object with uniform randomness and returns the quantity it has associated with that object, ignoring objects with an associated level greater than the level specified in the request or less than the greatest object level it can return based on its contents, subject to the previous constraint. Ī leveled list is a list of objects, where each object is either an actual object (item, actor, or spell) or another list of the appropriate type, associated with a level (referred to below as object level, but this is specific to the list in question, not the object in general) and a quantity. Leveled creatures with a level modifier of "very hard" will be at least the next higher entry on the list instead.
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A request for a leveled list always provides a desired quantity and a desired level, usually the player's level, possibly modified by the level of the encounter zone. Leveled lists are sometimes themselves objects nested inside other leveled lists. Leveled lists contain for each item on the list additional information: an object level and a quantity specifying the number of objects of this kind created by the list. Skyrim uses leveled lists primarily to adjust content to your level, but they are sometimes used to group objects for other reasons.Īdditionally there are non-leveled lists of objects (FLST) not considered here.