I don't see anything like what you describe, beside the strength requirement to equip it. Surely this doesn't control where it can drop. Some armors have a strength requirement of 15 or 16 but are quite high level and can be found in veteran/elite places rather than in normal with the basic 15/16 STR items.
Am I looking in the wrong place?
Even then, I feel like there has to be something else which governs which item can drop where, because clearly there's a certain range of items you find in each place. For example normal grescal will never drop a dragon wing, but will drops lots of steel deaths, while veteran chickens will drop lots of dragon wings and never a steel death.
The sword you are referencing does not have a pcontent block it is only a basic sword. What I was referring to would be something like this.
[t:template,n:hm_g_c_2h1m_avg]
{
doc = "Mallet";
specializes = base_hammer;
[aspect]
{
model = m_w_hmr_012;
}
[attack]
{
attack_range = 0.5;
f damage_max = 91.000000;
f damage_min = 75.000000;
is_two_handed = true;
}
[common]
{
screen_name = "Mallet";
}
[gui]
{
active_icon = b_gui_ig_i_ic_hmr_002;
equip_requirements = strength:24;
inventory_height = 3;
inventory_icon = b_gui_ig_i_w_hmr_020;
inventory_width = 2;
}
[pcontent]
{
[base]
{
f modifier_max = 4.000000;
f modifier_min = 0.000000;
}
[c_fin]
{
f damage_max = 102.000000;
f damage_min = 84.000000;
equip_requirements = strength:26;
inventory_icon = b_gui_ig_i_w_hmr_021;
model = m_w_hmr_013;
f modifier_max = 11.000000;
f modifier_min = 2.000000;
}
[c_mag]
{
f damage_max = 250.000000;
f damage_min = 204.000000;
equip_requirements = strength:51;
inventory_icon = b_gui_ig_i_w_hmr_023;
model = m_w_hmr_015;
f modifier_max = 50.000000;
f modifier_min = 36.000000;
}
[c_str]
{
f damage_max = 178.000000;
f damage_min = 146.000000;
equip_requirements = strength:39;
inventory_icon = b_gui_ig_i_w_hmr_022;
model = m_w_hmr_014;
f modifier_max = 35.000000;
f modifier_min = 19.000000;
}
[o_avg]
{
f damage_max = 125.000000;
f damage_min = 103.000000;
equip_requirements = strength:30;
inventory_icon = b_gui_ig_i_w_hmr_032;
model = m_w_hmr_015;
f modifier_max = 19.000000;
f modifier_min = 7.000000;
}
[o_fin]
{
f damage_max = 152.000000;
f damage_min = 124.000000;
equip_requirements = strength:34;
inventory_icon = b_gui_ig_i_w_hmr_034;
model = m_w_hmr_012;
f modifier_max = 27.000000;
f modifier_min = 12.000000;
}
[o_mag]
{
f damage_max = 290.000000;
f damage_min = 238.000000;
equip_requirements = strength:58;
inventory_icon = b_gui_ig_i_w_hmr_036;
model = m_w_hmr_015;
f modifier_max = 61.000000;
f modifier_min = 44.000000;
}
[o_str]
{
f damage_max = 211.000000;
f damage_min = 173.000000;
equip_requirements = strength:45;
inventory_icon = b_gui_ig_i_w_hmr_035;
model = m_w_hmr_014;
f modifier_max = 43.000000;
f modifier_min = 29.000000;
}
}
}
This and the shops and drops in an area of a map would specifies what would be found. You could always edit a specific shop to contain your item.
The sword you are referencing does not have a pcontent block it is only a basic sword. What I was referring to would be something like this.
[t:template,n:hm_g_c_2h1m_avg] { doc = "Mallet"; specializes = base_hammer; [aspect] { model = m_w_hmr_012; } [attack] { attack_range = 0.5; f damage_max = 91.000000; f damage_min = 75.000000; is_two_handed = true; } [common] { screen_name = "Mallet"; } [gui] { active_icon = b_gui_ig_i_ic_hmr_002; equip_requirements = strength:24; inventory_height = 3; inventory_icon = b_gui_ig_i_w_hmr_020; inventory_width = 2; } [pcontent] { [base] { f modifier_max = 4.000000; f modifier_min = 0.000000; } [c_fin] { f damage_max = 102.000000; f damage_min = 84.000000; equip_requirements = strength:26; inventory_icon = b_gui_ig_i_w_hmr_021; model = m_w_hmr_013; f modifier_max = 11.000000; f modifier_min = 2.000000; } [c_mag] { f damage_max = 250.000000; f damage_min = 204.000000; equip_requirements = strength:51; inventory_icon = b_gui_ig_i_w_hmr_023; model = m_w_hmr_015; f modifier_max = 50.000000; f modifier_min = 36.000000; } [c_str] { f damage_max = 178.000000; f damage_min = 146.000000; equip_requirements = strength:39; inventory_icon = b_gui_ig_i_w_hmr_022; model = m_w_hmr_014; f modifier_max = 35.000000; f modifier_min = 19.000000; } [o_avg] { f damage_max = 125.000000; f damage_min = 103.000000; equip_requirements = strength:30; inventory_icon = b_gui_ig_i_w_hmr_032; model = m_w_hmr_015; f modifier_max = 19.000000; f modifier_min = 7.000000; } [o_fin] { f damage_max = 152.000000; f damage_min = 124.000000; equip_requirements = strength:34; inventory_icon = b_gui_ig_i_w_hmr_034; model = m_w_hmr_012; f modifier_max = 27.000000; f modifier_min = 12.000000; } [o_mag] { f damage_max = 290.000000; f damage_min = 238.000000; equip_requirements = strength:58; inventory_icon = b_gui_ig_i_w_hmr_036; model = m_w_hmr_015; f modifier_max = 61.000000; f modifier_min = 44.000000; } [o_str] { f damage_max = 211.000000; f damage_min = 173.000000; equip_requirements = strength:45; inventory_icon = b_gui_ig_i_w_hmr_035; model = m_w_hmr_014; f modifier_max = 43.000000; f modifier_min = 29.000000; } } }This and the shops and drops in an area of a map would specifies what would be found. You could always edit a specific shop to contain your item.