Santr Posted October 6, 2012 Posted October 6, 2012 I've tried using mods that set 'playable' and 'droppable' flags for companion gear - even made such mods myself - but whenever I take the weapons from companions the game just immediately gives them new ones. I've put these kind of mods to the end of load order and made sure in FNVEdit that nothing overrides those weapon entries, but to no avail. Any help? PS: No, I don't want to give them more powerful weapons. I want them to have no weapons at all and use whichever I give them, even if weaker than default.
srayesmanll Posted October 6, 2012 Posted October 6, 2012 You could try this: http://newvegas.nexusmods.com/mods/36220 . Or this one: http://newvegas.nexusmods.com/mods/46080 . I have never used either mod, so use at your own risk... Also, some companions have ways of handling that individually. Also, some multi-companion mods may have options for that as well.
Santr Posted October 6, 2012 Author Posted October 6, 2012 Unless the game senses you in a casino' date=' the Fort - or enslaved if using Tryout mods - then companion weapons are always given back to them via a script. Only way to do it is modify that script.[/quote']Any idea which one? I've tried looking through what references each companion, but that didn't get me anywhere. You could try this: http://newvegas.nexusmods.com/mods/36220 .Or this one: http://newvegas.nexusmods.com/mods/46080 . I've already tried the first one a while ago, but that second one looks promising. I'll try it and the 'Remote Control Companions' it links to. Thanks.
ChancellorKremlin Posted October 6, 2012 Posted October 6, 2012 HI santr, I had to do this a while ago. I can't remember where the CASINO weapon script was stored, but if you look hard enough you'll find it (I did, although it took me a while) What I did was have a copy of the dialogue the bouncer gives you, but with the NPC you want. So say the bouncer says "Sorry, you have to turn all your weapons in" and that activates the script. I copied that (and the script) to the NPC in question via dialogue, and altered it, so like "OK, drop your weapons now" and it worked. You only need to remember to add a "You can pick up your weapons back" otherwise it will break the script when you enter/exit the casinos.
Santr Posted October 6, 2012 Author Posted October 6, 2012 I had to do this a while ago. I can't remember where the CASINO weapon script was stored' date=' but if you look hard enough you'll find it (I did, although it took me a while) What I did was have a copy of the dialogue the bouncer gives you, but with the NPC you want. So say the bouncer says "Sorry, you have to turn all your weapons in" and that activates the script. I copied that (and the script) to the NPC in question via dialogue, and altered it, so like "OK, drop your weapons now" and it worked. You only need to remember to add a "You can pick up your weapons back" otherwise it will break the script when you enter/exit the casinos.[/quote'] That... sounds a wee bit complicated for my abilities. But it's a cool idea - I'll keep it in mind for when I get in a tinkering mood. In other news, I've now tried that "Remote Control Companions" mod and it seems to do the job of locking companions to a specific gear set quite well. Better still, it also prevents them from using whatever trash they pick up. Don't know if it'll cause any glitched down the road, though - particularly, with casinos and any other instances where something is supposed to change their gear (e.g. Tryouts). But I can just unlock their gear for those occasions. Anyway. Thanks, guys. I think I got what I was looking for.
BOS1387 Posted October 6, 2012 Posted October 6, 2012 I have found the easiest way to do this with companions without messing with scripts is to open up FNV Edit and change the companion weapon ammo and then make sure they dont have ammo for it so use something rare like mini nuke as ammo
ChancellorKremlin Posted October 6, 2012 Posted October 6, 2012 @ santr Actually, it sounds complicated, but once you find the script its incredibly easy to do. I should know, I'm a total noob when it comes to scripting
astymma Posted October 7, 2012 Posted October 7, 2012 The script you need to change is VNPCFollowersQuestSCRIPT [sCPT:001209D1] and the relevant section is this: ; JSH 11.15.10 - Restore a companion's weapons if they somehow lose them and they're not confiscated. if (vDialogueTops.PlayerFrisked == 0) && (VMS18.bPlayerFrisked == 0) && (vDialogueGomorrah.iInGomorrah == 0) && (GetQuestRunning FortEquipmentConfiscationQuest == 0) && (bWeaponCheck == 1) if (CraigBooneREF.GetItemCount NVBooneWeapons < 2) CraigBooneREF.AddItem NVBooneWeapons 1; CraigBooneREF.AddItem AmmoCompanion 1; endif if (ArcadeREF.GetItemCount NVArcadeWeapons < 2) ArcadeREF.AddItem NVArcadeWeapons 1; ArcadeREF.AddItem AmmoCompanion 1; endif if (LilyREF.GetItemCount NVLilyWeapons < 2) LilyREF.AddItem NVLilyWeapons 1; LilyREF.AddItem AmmoCompanion 1; endif if (VeronicaREF.GetItemCount NVVeronicaWeapons < 2) VeronicaREF.AddItem NVVeronicaWeapons 1; VeronicaREF.AddItem AmmoCompanion 1; endif if (RoseofSharonCassidyREF.GetItemCount NVCassWeapons < 2) RoseofSharonCassidyREF.AddItem NVCassWeapons 1; RoseofSharonCassidyREF.AddItem AmmoCompanion 1; endif if (RaulREF.GetItemCount NVRaulWeapons < 2) RaulREF.AddItem NVRaulWeapons 1; RaulREF.AddItem AmmoCompanion 1; endif if (EDE1REF.GetItemCount EDEZapGun == 0) EDE1REF.AddItem EDEZapGun 1; EDE1REF.AddItem AmmoSmallEnergyCellRobot 1; endif if (EDE3REF.GetItemCount EDEZapGun == 0) EDE3REF.AddItem EDEZapGun 1; EDE3REF.AddItem AmmoSmallEnergyCellRobot 1; endif if (EDE2REF.GetItemCount EDEZapGunUpgrade == 0) EDE2REF.AddItem EDEZapGunUpgrade 1; EDE2REF.AddItem AmmoSmallEnergyCellRobot 1; endif set bWeaponCheck to 0 Be aware though, this script is edited by a lot of mods. Any mod that adds a house and they added the ability to fire a companion to that house will edit this (like the Vicki and Vance suite mod). Many mods that alter companions and weapons edit it. I think Tryouts might edit it too (in SexoutLegion.esm). Bugfix compilations edit it too iirc.
Santr Posted October 7, 2012 Author Posted October 7, 2012 The script you need to change is VNPCFollowersQuestSCRIPT [sCPT:001209D1] and the relevant section is this: Perfect! Thanks, Astymma. I'm a bit new to this, but I assume removing the 'if-endif' sections for relevant companions (just human ones) should do the trick? I'll make a separate ESP with just an edited script and place it near the end of load order, so hopefully nothing will ever again interfere with my diabolical plans for world domination! Mwahahahahaha!... *cough*
astymma Posted October 7, 2012 Posted October 7, 2012 The script you need to change is VNPCFollowersQuestSCRIPT [sCPT:001209D1] and the relevant section is this: Perfect! Thanks' date=' Astymma. I'm a bit new to this, but I assume removing the 'if-endif' sections for relevant companions (just human ones) should do the trick? I'll make a separate ESP with just an edited script and place it near the end of load order, so hopefully nothing will ever again interfere with my diabolical plans for world domination! Mwahahahahaha!... *cough* [/quote'] Just add a semi-colon at the beginning of the line to comment the lines out so their default vanilla weapons don't get given to them if they're missing them. Be aware that you might have issues with non-vanilla weapons not being returned after being confiscated. You'll have to make some changes to casino guard dialogue or scripts to make sure that if they confiscate a companion's non-vanilla weapon that it gets returned correctly. The vanilla behavior is simple, they just hand a new copy to the companion if they're missing their weapons. So you'll need to handle removal and return yourself (like CK suggested above).
astymma Posted October 7, 2012 Posted October 7, 2012 Another option is, if you want them to use a different weapon but always to use that different weapon, change the inventory records assigned to that companion in their NPC entry or, if their weapons are in a list, change the contents of that list.
Santr Posted October 11, 2012 Author Posted October 11, 2012 Yay, finally got around to edit the script, and it works perfectly! Thanks again, Astymma. If anyone needs it, here you go: one for vanilla game and one for use with Sexout Tryouts v10042012 (only requires Legion plugin) - use only one. I haven't played it with Tryouts, so I don't know if this breaks any of its scenes. It shouldn't, but I haven't played it. And you still need some other mod that shows companions' weapons in their inventory to be able to remove them - which I could easily do in FNVEdit, if anyone needs it. If someone spots a horrible, world-ending error I've made which makes their computer explode into bits - feel free to point it out.
TheVaultDweller Posted October 27, 2012 Posted October 27, 2012 Hey, I tried downloading and using your files, as I've been trying to do the same thing with my companions, but when I try to extract it after download it gives me an 'unknown method' error, and then just extracts a file that, according to its properties is 0 bytes in size, and doesn't do anything. Could you maybe please upload a non-zipped version of the mods for those of us interested, if at all possible?
Santr Posted October 27, 2012 Author Posted October 27, 2012 Well, I just downloaded the above and they extract normally. But I'll post the unarchived ones anyway, here you go:
TheVaultDweller Posted October 27, 2012 Posted October 27, 2012 Thank you very much. I really appreciate it. I don't know why I had the extraction problem with those files, but it's not the first time that it's actually happened with archive files on this site. Cheers
Santr Posted October 27, 2012 Author Posted October 27, 2012 No prob, you're welcome. Ooh, in completely unrelated news, I remembered that one doesn't actually need to mod companions' gear to show up in their inventory. It can easily be browsed and removed using console. Here's a video (not mine) that walks through it better than I would write. One would still need the edited script above to prevent the gear from reappearing, of course, but at least removing through console means one less ESP in the load order. That's all the news for today. And now Steve, with the weather...
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