Eagles Talon wrote...
The other thought was if a script could check placeables for a particular tagged invisible item that would define the area level. Thoughts?
This could be done of course.
You can use any invisible placeable, but they all should have same tag and then they should have some value inside, either as variable /int LEVEL number/ or lets say WillSave of the placeable. Then you would get the level like this:
(considering use in OnEnter of a placeable)
int nLevel = 1;
object oLevel = GetNearestObjectBy("level_plc");
if(oLevel != OBJECT_INVALID)
{
nLevel = GetLocalInt(oLevel,"LEVEL"); //or GetWillSavingThrow(oLevel);
}
This method would have some advantages and disadvantages.
+ it would save you time as you wouldnt have to set level on each loot placeable
- it wouldnt allowed you to have different loot level placeables in same area
The other way is to use the will save or variable of the loot placeable in question, that would have just opposite (dis)advantages.
It could be also combined together, so if the variable LEVEL or will save on loot placeable is 0, then it will look for invisible placeable to get level, its a bit time consuming but it will allow you better immersion.