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Level Creature, Scripting & Controlling them


TrevorDemented
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I want to script a level creature so that it only spawns actors when my script tells it to under certain conditions. Can a level creature or level list be scripted to spawn only when scripted to do so? I want use leveled creatures so that my mod can have variety.

 

scn RepReqQuest01a
Begin onAdd
if someQuest < 0
	if questNote01a.onAdd == 1
		if player.getDistance someLvllist < 500
set somelvllist.disable
elseif
	if someQuest > 0
		if player.getDistance someLvllist > 500
			set someLvllist.enable
endif
    endif
	endif
	    endif	
		endif

End

 

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I think you're conflating a Leveled List with a spawn point that is a leveled spawn. The Leveled List itself is just that; a list of the spawning parameters.

You can test the distance from a persistent object, but you may want to use an X marker placed near your creature spawn point rather than testing the distance to the spawn point. The X marker would be always enabled, and those are always persistent automatically.

I've never tried dynamically enabling leveled spawns; I'm not sure how they behave.

One caveat is to test your distance calculating functions with some temporary console log messages as you walk around. I have found that *some* of the distance calculations don't work in outdoor cells. It's been about 3 years since I encountered this, so please forgive that I don't remember which one. I had a script that looked for the nearest of a certain type of persistent object. My script worked 100% indoors but not at all outdoors, and I finally traced the problem to that issue with distance calculations.

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MS94CreatureLLScript [SCPT:0000C73D]

MS48PlazaCreatureFinalLLScript [SCPT:0000C73C]

Those are scripts from the main quest attached to leveled list. One of the leveled list is MS48RespawningCreature100. So its possible but how do I code a script attached to a leveled list that switch the leveled list on or off?

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