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Change companion's default weapon in CK


Danbrother

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Hello everybody!

 

Need help badly!

 

Want to change companion's default weapons for the new ones from mods, but constantly fail.

 

I understand that all companion's inventory changes should be in one mod, but it still doesn't work - companion's weapon just disappears and he starts to use his hands.

 

For example I try to change Valentine's pipe revolver for That Gun (https://www.nexusmods.com/fallout4/mods/10669). Make the copy of ThatGun weapon object, make the attributes the same as Valentine'sPipeGun has, place it in Valentine's inventory, start the game, disable/enable Valentine - and the new gun doesn't appear, but the old one disappears and he uses hands.

 

Was trying to find a guide regarding modding companion's inventory, but there is none...

 

Will be much obliged for any help or advice!

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Is the companion weapon set to use companion ammo, and are you giving the companion one companion ammo to use ?

The new created weapon is set to use companion ammo, as the original Valentine'sPipeGun. But I didn't place the companion ammo in his inventory - should I?

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Heya Danbrother - Ok, I have a question. When you say that you made a copy of the weapon for Valentine to use....

Did you create all new files, manually? Or did you use a create override copy? Or use a create as new.... copy? If so, either of those two latter, will mean that the weapon's esm/esl/esp file is now a master, and must load before your mod file for Valentine, in your load order.

Also, IF, you'd chose to create new copy as an override, then any changes that you made to it, are gonna affect all versions of it, in the game. And since players don't have access to NPC ammo.............

 

Second thought - Do you have any other mods that affect companions? If so, and they affect the character's NPC actor file, then you most likely have a mod conflict. So your mod would have to load after the other one(s).

 

Third thought- you said that the new one doesn't appear, the old one disappears and he uses his bare hands.

The problem with him using his bare hands is ammo related. They'll default to that, if they don't have a melee weapon in their inventory, if they run out of ammo.

You said that his old gun disappears. Do you have 2 firearms in his inventory, in your mod? Yes- remove the original. No- Mod conflict.

 

Fourth (after)thought - when you made the new files for the weapon, did you also include the LNAM - NPC Add Ammo List entry for the gun? Companion_LL_Ammo_45Caliber [LVLI:00245D6C] This part is at the very bottom of the page for his gun.

Edited by StormWolf01
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Is the companion weapon set to use companion ammo, and are you giving the companion one companion ammo to use ?

The new created weapon is set to use companion ammo, as the original Valentine'sPipeGun. But I didn't place the companion ammo in his inventory - should I?

 

SKK50, hello!

 

Will try to place the ammo in Valentine's inventory.

 

Much appreciated you advice!

Edited by Danbrother
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Heya Danbrother - Ok, I have a question. When you say that you made a copy of the weapon for Valentine to use....

Did you create all new files, manually? Or did you use a create override copy? Or use a create as new.... copy? If so, either of those two latter, will mean that the weapon's esm/esl/esp file is now a master, and must load before your mod file for Valentine, in your load order.

Also, IF, you'd chose to create new copy as an override, then any changes that you made to it, are gonna affect all versions of it, in the game. And since players don't have access to NPC ammo.............

 

Second thought - Do you have any other mods that affect companions? If so, and they affect the character's NPC actor file, then you most likely have a mod conflict. So your mod would have to load after the other one(s).

 

Third thought- you said that the new one doesn't appear, the old one disappears and he uses his bare hands.

The problem with him using his bare hands is ammo related. They'll default to that, if they don't have a melee weapon in their inventory, if they run out of ammo.

You said that his old gun disappears. Do you have 2 firearms in his inventory, in your mod? Yes- remove the original. No- Mod conflict.

 

Fourth (after)thought - when you made the new files for the weapon, did you also include the LNAM - NPC Add Ammo List entry for the gun? Companion_LL_Ammo_45Caliber [LVLI:00245D6C] This part is at the very bottom of the page for his gun.

Hi, StormWolf01!

 

I made a copy of the gun in Thatgun.eps and placed it in the Valentine's inventory there as well. Removed his original PipGun. And the mod ThatGun is the only one affecting Valentine in my Loadorder (checked it with FO4edit).

I've included Companion_LL_Ammo_45Caliber as it was in original Valentine'sPipeGun.

But I didn't place this ammo in his inventory - may be that is the problem. He had no ammo in inventory by default, so I'd thought it is not needed when the weapon uses Companion_LL_Ammo.

Will try to give old tin can some ammo - maybe it will help :-)

Thank you very much for help and advice!

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Ah dernit. :( I'd seen your last post, and was thinking that everything sounded right. So I was waiting and hoping that you'd be posting with good news.

 

Ok. Just thought of something, based off another post that I was reading about. Please keep in mind that I've never used this gun before. Does it have the capability to spawn in automatic mode? Unless you're using an infinite ammo mod for your companions, automatic weapons, and explosive weapons, can still consume ammo on companions and settlers. They need to have at least enough ammo on them, to fire a full burst. Usually 3 rounds, but some people know how to make that burst higher, so as a Rule, I personally use 30 as that's enough for most magazine sizes.

 

Here's what I'm thinking to try. Try making His version of the weapon use normal ammo. Like, 10mm or whatever. Then add at least 30 rounds of 10mm to his default inventory, and see if that works.

But first, try AFT, amazing follower tweaks. https://www.nexusmods.com/fallout4/mods/26976 it has the capacity to give companions infinite ammo. See if that fixes it.

Do NOT use this, or the version of it that includes unbreakable power armor https://www.nexusmods.com/fallout4/mods/6233

In some instances, that mod has been known to break the companion "go home" script that sends them back to a settlement when recruiting a new follower, or a different follower come along with you. AFT actually has that covered, since you can have more than one at a time, and has preset locations to send them back to, the same way that Companion Go Home does.

AFT has a pretty steep learning curve tho. It's not just plug and play. You kinda have to tinker with it's settings holotape a bit at first.

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Ah dernit. :sad: I'd seen your last post, and was thinking that everything sounded right. So I was waiting and hoping that you'd be posting with good news.

 

Ok. Just thought of something, based off another post that I was reading about. Please keep in mind that I've never used this gun before. Does it have the capability to spawn in automatic mode? Unless you're using an infinite ammo mod for your companions, automatic weapons, and explosive weapons, can still consume ammo on companions and settlers. They need to have at least enough ammo on them, to fire a full burst. Usually 3 rounds, but some people know how to make that burst higher, so as a Rule, I personally use 30 as that's enough for most magazine sizes.

 

Here's what I'm thinking to try. Try making His version of the weapon use normal ammo. Like, 10mm or whatever. Then add at least 30 rounds of 10mm to his default inventory, and see if that works.

But first, try AFT, amazing follower tweaks. https://www.nexusmods.com/fallout4/mods/26976 it has the capacity to give companions infinite ammo. See if that fixes it.

Do NOT use this, or the version of it that includes unbreakable power armor https://www.nexusmods.com/fallout4/mods/6233

In some instances, that mod has been known to break the companion "go home" script that sends them back to a settlement when recruiting a new follower, or a different follower come along with you. AFT actually has that covered, since you can have more than one at a time, and has preset locations to send them back to, the same way that Companion Go Home does.

AFT has a pretty steep learning curve tho. It's not just plug and play. You kinda have to tinker with it's settings holotape a bit at first.

AFT is amazing mod! Need to try it - thank you for recommendations!

 

But now it's going to make lots of mod conflicts as I am making changes in all the companions inventory from different mods. Mostly it is outfit change, but for Valentine I wanted to leave the outfit and change the weapon, but still failing...

 

Giving Nick normal ThatGun and all sorts of ammo for it didn't work - still bare hands.

 

BTW, if I gave Nick some items ingame and after that reload him with disable/enable through the console, does his default weapon change? Maybe I need to try spawning him somehow to discard any changes in inventory in that savegame?

Edited by Danbrother
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Iâve made it!!!

 

I was just resetting Nick wrong, that is why his inventory didnât reload properly :-)

 

I was making it through disable/enable console command, and should have done through the reloadinventory command :-))

 

Great thanks for help and advice - once again have great faith for moddersâ fellowship!

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