I've added a newly skinned longsword I've made to the camp's merchant. I was wondering if anyone knew of a way to make the weapon scale based on the player's level (ie: it would be iron at low levels and dragonbone at high levels). I can't seem to figure this out at all.
Thanks in advance.
Scaling weapons
Débuté par
BrownCracker
, déc. 22 2009 07:32
#1
Posté 22 décembre 2009 - 07:32
#2
Posté 22 décembre 2009 - 11:34
There is a property on the uti called MaterialProgression. Change it to the progression you want to see like Weapon, Iron/Grey Iron/Steel/Silverite/Dragonbone.
The merchant has a variable called MERCHANT_IS_SCALED. Verify it is non-zero.
Call ScaleStoreItems() before OpenStore() in the script that opens the inventory..
The merchant has a variable called MERCHANT_IS_SCALED. Verify it is non-zero.
Call ScaleStoreItems() before OpenStore() in the script that opens the inventory..
#3
Posté 22 décembre 2009 - 05:12
The party camp merchant runs the merchant_core script and when I open that file all I see is the main() function with no actual script. Is there another script that I should be editing or am I doing something wrong? I did find the MERCHANT_IS_SCALED and did have to change that but that alone didn't work. Thanks for letting me know about that variable though.
#5
Posté 23 décembre 2009 - 07:10
sillyrobot, what am I supposed to set the MERCHANT_IS_SCALED value to? I made the Tolby Storage mod, and I want him to scale Items, but It's not working...





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