speciousLogic
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I have a custom Conqueror faction far enough along that my soldiers appear via 'cqf kgconq_soldiermanager TestSpawnSoldiers', wearing the outfits I've defined, and holding their initial ranks. They level up correctly via soldiermanager, and taking a vassal works as expected.
Their outfits are defined in an Outfit in CK, which uses a LeveledItem, which then defines other LeveledItems to define choices for different levels. That all works fine.
So, now it's time to set up the RankOutfit, and I'm confused. The documentation states that the Armory hands these things out according to a soldier's rank, but a Fallout LeveledItem works from game level. Walking around my settlement and checking soldiers with 'getLevel' shows them ALL at the player level, even a freshly-spawned soldier (getLevel shows 2, as expected, on a civilian). Surely all my soldiers won't be equipped based on player rank.
My question is: What game levels should be defined in the outfit and weapons LeveledItems to get the expected behavior when an armory equips my soldiers? OR, are we to add 5 entries in the FactionControlData properties, each pointing to a single outfit or weapon factory (LeveledItem that does randomization but not leveling) for that rank, instead of a single entry that uses a multi-level LeveledItem? After typing all this it seems like 5 entries...
Thanks for reading and any help!
Edit: Nevermind, it just dawned on me to look at the properties for Jammer's Raiders -- where there are 5 entries.
Their outfits are defined in an Outfit in CK, which uses a LeveledItem, which then defines other LeveledItems to define choices for different levels. That all works fine.
So, now it's time to set up the RankOutfit, and I'm confused. The documentation states that the Armory hands these things out according to a soldier's rank, but a Fallout LeveledItem works from game level. Walking around my settlement and checking soldiers with 'getLevel' shows them ALL at the player level, even a freshly-spawned soldier (getLevel shows 2, as expected, on a civilian). Surely all my soldiers won't be equipped based on player rank.
My question is: What game levels should be defined in the outfit and weapons LeveledItems to get the expected behavior when an armory equips my soldiers? OR, are we to add 5 entries in the FactionControlData properties, each pointing to a single outfit or weapon factory (LeveledItem that does randomization but not leveling) for that rank, instead of a single entry that uses a multi-level LeveledItem? After typing all this it seems like 5 entries...
Thanks for reading and any help!
Edit: Nevermind, it just dawned on me to look at the properties for Jammer's Raiders -- where there are 5 entries.
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