KainsChylde Posted June 13, 2014 Posted June 13, 2014 I'm not sure if I'm asking this in the right place or not, Moderators please feel free to move it if it's in the wrong place. Veronica has her custom Power Fist and 10mm Pistol from somewhere, and I can't take them away. Well, I can take them away, but they respawn as soon as I close her inventory and the Power Fist is overriding any weapon I give her no matter the power. Has anyone else encountered this? Do you know what mod it's from? FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmNVEC Complete.esmNovac Public Library.esmELECTRO-CITY - CompletedWorkorders.esmELECTRO-CITY - Highways and Byways.esmMore Perks.esmProject Nevada - Core.esmProject Nevada - Equipment.esmNVInteriors_Core.esmNVInteriors_ComboEdition.esmNVR-Strip.esmSexout.esmSexoutCommonResources.esmSexoutPregnancyV3.esmSexoutOffSpring.esmSexoutSlavery.esmSexoutStore.esmURWLNV-001-Weather.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espProject Nevada - Extra Options.esmPip-Phone.esmStrangers Abroad.esmLings.esmjokristinascloset.esmNVWillow.espfwv.esmSexoutLegion.esmcalyps-sexyfisto.espSexoutSpunk.espSexoutSCRDebug.espSexoutCompanions.espSexoutLust.espSexoutRapist.espSexoutSexAssault.espSexoutSex.espSexoutWillow.espSexoutZAZ.espDarNifiedUINV.espCASM.espThe Mod Configuration Menu.espThe Weapon Mod Menu.espNVR-NPCs.espNVR-ELECTRO-CTIY_Patch.espNVR-Version_10.espTypeN_Replacer.espNVFR-Version_2.espXFO - 4bb - Perks - Two per level.espProject Nevada - Cyberware Additions.espProject Nevada - Rebalance Complete.espProject Nevada - All DLC.espxatmosSkillPerks.espPip-Phone Old World Blues.esppipboy2500_edisleado.espMojaveReborn.espNovac Reborn - Electro-City Fix Patch.espADAM - Complete.espNew Vegas Error Corrections Extras.esp1nivVSLArmors.esp1nivPNSLPatch.espTypeNDLCTuxedo.espNCR Rearmament v1.5.espLevelersHouse.espVurt's WFO.espBulk Ammo For NVEC.espELECTRO-CITY - Inventory Sorters Compatibility Patch - RegularCATEYEvalue.espLean Starting Gear - All-In-One.espCNR_Beta.espSmallerTalk.espMojaveDelight.espMojaveDelighted.espdelilah.espIzzy.espjokriss.espSkynet Companion.espNVEC-Expansion-CNR.espNVEC-Expansion-NVInt.espNVEC-Expansion-ElectroCity.espNVEC PN COMBO Patch.espNVEC Complete Lings Patch.espURWLNV-007-Interiors.espURWLNV-002-DeadMoney.espURWLNV-003-HonestHearts.espURWLNV-004-OldWorldBlues.espURWLNV-005-LonesomeRoad.espNVDrugLab.espKainsArmory.espfwv.espMergePatch.espTotal active plugins: 98Total plugins: 98 Ignore Kains Armory, it's a merge I made of a few random weapons and armor, and a bunker to put them in.
Halstrom Posted June 13, 2014 Posted June 13, 2014 Yeah you have to set them to Playable to remove them or have them overridden, unless there's a script re-adding them in Veronica's main quest script.
KainsChylde Posted June 13, 2014 Author Posted June 13, 2014 They're playable and visible in her inventory, that's not the problem. They just keep coming back every time I take them away.
shardoom Posted June 14, 2014 Posted June 14, 2014 Grab the weapons ID and then track down which mod adds/edits it using FNVedit and the 'referenced by window?
KainsChylde Posted June 14, 2014 Author Posted June 14, 2014 Didn't work. It's not the weapons themselves, they're vanilla. It must be a script re-adding them, and I know less than nothing about scripts.
shardoom Posted June 14, 2014 Posted June 14, 2014 Hmm, you could try checking V's NPC script or her companion script and see if any of your mods are modifying that?
Halstrom Posted June 14, 2014 Posted June 14, 2014 Ok seeing I had GECK open, looking to see where her weapons are used in "use info" there's a Formlist called NVVeronicasWeapons, you could delete them from that in your esp. Or following where that formlist is used, you can comment out these lines that List is checked and added in VNPCFollowersQuestSCRIPT in your esp: if (VeronicaREF.GetItemCount NVVeronicaWeapons < 2) VeronicaREF.AddItem NVVeronicaWeapons 1; VeronicaREF.AddItem AmmoCompanion 1; endif NEVER DIRECTLY EDIT FalloutNV.esm or bad things will happen.
KainsChylde Posted June 14, 2014 Author Posted June 14, 2014 Ok, now to look in GECK to find which esp is adding them.
Halstrom Posted June 14, 2014 Posted June 14, 2014 That script is in Vanilla FalloutNV.esm, you will need to create an esp editing it.
KainsChylde Posted June 14, 2014 Author Posted June 14, 2014 So it's vanilla Fallout that keeps giving her stuff back after I remove it? And won't let her equip anything else? And how the hell do I "comment it out"? Assume you're talking to a noob that wouldn't know a script if it cockslapped him and fucked his girlfriend.
Halstrom Posted June 14, 2014 Posted June 14, 2014 Ah ok, assuming you know enough to create a esp with FalloutNV as a master ok, because I think you've made a few mods form memory. Just find that VNPCFollowersQuestSCRIPT script and find the bit that has: if (VeronicaREF.GetItemCount NVVeronicaWeapons < 2) VeronicaREF.AddItem NVVeronicaWeapons 1; VeronicaREF.AddItem AmmoCompanion 1; endif and change it to: ; if (VeronicaREF.GetItemCount NVVeronicaWeapons < 2) ; VeronicaREF.AddItem NVVeronicaWeapons 1; ; VeronicaREF.AddItem AmmoCompanion 1; ; endif Save the script and save the esp.
KainsChylde Posted June 14, 2014 Author Posted June 14, 2014 THANKYOU HALSTROM!!! 1000 times, thank you!! It worked, hot damn!
Recommended Posts
Archived
This topic is now archived and is closed to further replies.