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Everything posted by ouibonjour
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I searched for one and couldn't find, so is there one ? If not, would it be simple to make for someone faceing te same struggle as me ? Or is there a way to simply disable the London Underrdound shaped wheel ? As a PC player using a controller, I got kinda used to the previous interface and got my little system to remember where my favorited weapons were (pistols on the left, automatics on the right, shotguns at the bottom and a sniper weapon or two and a melee on top). Now, with the new interface, when I'm fvotiting a weapon, it still asks me where I want to place it on the "addition symbol" shped interface, and yet it just puts it somehere random in the wheel. Also, when I open the wheel and decides not to change weapon and press (B), which is muscle memory for exiting something on xbox controller, it exits and crouches me down at the same time. Aslo, I open the weapon wheel with the DPAS, but then cannot make my choice with the right joystick and have to use the left one which feels counter intuitive to me. It get me sad in a way, because I really like the visaul presentation of the new weapon/item wheel and I was exited to try it out, but it seems like I cannot get used to it. Maybe I'm all alone feeling like so, but maybe I'm not. And if I'm not, maybe someone facing the same struggle will have a solution for me Thanks for pointing me in the right direction, or even bigger thanks if someone ends up making a mod for it !
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I prefer to have my weapons sorted by type so that all the shotguns are together, all the pistol togeter, etc... I find it easier when comparing guns between each others I'm on PC, using a controller, and the process to get to the sort menu and scroll down to "By type" is getting time consuming when comparing weapons is a big part of your gameplay. I looked for a mod that would do this and didn't find any, then I though about finding mods that play with inventory to at least see which files are modified, but I cannot seem to find any solution or workaround. Does anyone know what file I should play with, or any existing mod that could do so ? My next solution would be to find the combination of keyboard keys that would bring this specific menu and then make a small AHK hotkey for it, but there must be a way to do it "globally" so it does not have to be done each time. Thanks in advance!
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I'm playing on PC but with a controller. When in the middle of a fight, I usually like to have a pistol, a shotgun and an automatic weapon. I don't really like opening the wheel because it slows time and kinda breaks the immersion a little for me. So I like to just tap (y) and just cycle between all my weapon. Thing is, when I'm cycling through my 3 guns, 99% of the time I don't want the monowire or the gorilla arm. I often get in trouble when cycling between weapon and plan on going from one to another one and I get stuck with a melee when I'm not close enough for that (ands then get killed) Gorilla Arms and Monowire are super nice to use, but when I use them it's on rare occasions where I have a temporary rush of just going on a melee strike, but then after a while I want to get back to guns. I'd like to be able to remove them from the cycling by tapping (not holding) the (Y) button. Then, if I want a close melee fight I could use the weapon wheel. If anyone knows how to do so, I'm pretty sure that would make a considerable number of people very happy! As some people don't even like melee at all.
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What I want is clear in my head but when I want to put it in words I notice I don't know how to phrase it. When I want to loot an object, I always struggle to look at the right angle in order to be able to loot it. Like, I can't see my cursor/crosshair (not the one when shooting or aiming, but you know, the regular one when walking with no weapon and looting stuff). Crosshair is turned on in settings. Could someone make the unarmed crosshair more visible in order to facilitate looting ? Or maybe a larger area around the crosshair, in a way that if you look in the general direction of a lootable object, you will have the option to loot it ? There might be a deadzone-loot option somewhere in one of the ini, nah ? I tried searching for this kind of mod using the search function, but I can't find the right phrasing or keywords for this lol
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+1 here too. We need more NEON time
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+1
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- music
- mod request
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1. The map is very nice to look at, but I can get used to it when I try to find things. I know we're not there yet with the inis, but if someone has some magical skills, it would be nice to have a version without the buildings, or any similar options. 2. On the gamepad, Y switches weapon, holding it opens the wheel. But sometimes I'd like to just holster my weapon with a single press of a button. That'd be great. 3. The cursor/crosshair while not in combat is so hard to see, sometimes I mess around for a long time in order to be able to press a button or loot something small. Any way to make the crosshait more visible, or increase the area of influence of the crosshair. That way even if I dont see the cursor, I'm pretty sure it'll press the button if I look at it. I thought of other interesting mods that could be added but I forgot them. I guess it will come back once I play again.
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What I mean is the item overlay in between player Inventory and Follower/NPC Inventory. The reason I'd like that is that I sometimes craft a whole pack of new outfits and want to try them all on my companion and choose the one I want. However, the overlay of the item in the barter menu is blocking the view most of the time. Having to exit the trade menu between each outfit to see it is kinda long, especially when you try to come back to the Trade option but your companion skips the choice for TRADE and go to TALK right away 5 times out of 6 (for this I have a mod that allow me to get their invotry right away by pressing B button). What I often do to avoid this is just console TM to remove all menu, then see the outfit, then do a blind console tm to bring it back. But yeah, that's also an annoying process when you want to try several outfit/clothing combinations. Just to be able to toggle the image of the item in the middle would be nice (anyways, most of the time it's just a folded version that does not really show how it will look like). In the same vain, I noticed that often when I ask my companions to trade, they reply "sure, have a look" and then they turn their back and start walking as the inventory menu appear, "pausing" the game for the menu while their back is facing me. Any ideas what is causing this and how I could force them to look at me while we're in the Inventory menu ? Thanks!
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I rarely experience interruptions during dialogue, but what I experience is similar : I use multiple followers at the same time, and even though I like when they each add their grain of salt from time to time, I hate when they all say something at the same time. For example, it happens really often after I exit a workbench where I've been for a while : As soon as I exit, my 4 companions make a comment about me using that workbench, but all at the same time. I would want to put a tape on their mouth or make them talk less in general, but if anyone as a trick or a mod or an easy CK/FOedit trick that could make a depencie that one will not comment if another one is commenting. Maybe it could cancel what he was about to say, or it could even queue it. I would not mind my 4 companion each telling me what they think about that armor I pimped, as long as it's not all at once!
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Hum that would make perfect sense. I'll need to read a little bit more about how to add attachments and creates weapon mods, as well as reading about MODCOL, but at least Io understand what it would supposed to do, so I'm already on the good path, thanks! For sure, I would have prefered an option where I could have entered something like "Random(28, 41)" as the base damage, instead of "33" , in a way that all instances would be modified, but would pick a number between 28 and 41. Or something like that, but hey, we work with what we can do lol
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For my personal use, I would like to use the mod Quick Outfit ( https://forums.nexusmods.com/index.php?app=members&module=messaging§ion=view&do=inbox ) but use it on my companions, and maybe, on any followers or even NPC. The mod does a few thing : 1. It registers your current outfit. 2. You press an Hotkey and it offers different options, the most important : Save Outfit As Slot 1 (Slot 2, Slot 3, etc) 3. When you press the hotkey for a specific outfit, it removes everything you're wearing and it equips every item that was saved on step 2. I checked into the mod in Creation Kit, and there is not much : Only 3 MessagesMenu for the menu, and a Quest "Active On-Startup". Everything is in the Papyrus. I opened the BA2 and am looking at the Papyrus, and I'm wondering if I could duplicate that Script but replace every "Player" by something else that would represent the companion I want to switch outfits. I'm pretty sure it would be more complicated than that, but I know that everything is in that script. I would not want to modify the current mod, as its creator does not seem to be active, and also because I like using it for my own character. What I would like would be to duplicate the mod, but with the values and property changed to apply to Cait, for example, with different hotkeys than those I use for my PC. And then I would duplicate another one for another follower, then for another one, etc. I'm sure we could combine everything in the same mod, but I believe it could quickly get out of my reach. Do you think you guys could help me out on what parts to change, and what to replace with what, and so on, if I copy the script below ? Lets say I would like to replace everything linked to the player by Cait (RefID: 79249)
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I would like to make something where the same 10 mm Pistol found on two different corpses would not necessarily have the same DMG. Since all weapons have the same base damage, once you maxed out a certain weapon with all the mods, you don't even bother to look at the Damage of the same guns you find in containers, because you know that once you put the same mods on it as you put on yours, it will get to the same damage. For example, my .44 Magnum do 174 dmg once I apply all the best mods on it. So when I'm looting corpses or container and see a .44 Magnum in it, with a random mod and, say, a 87 damage, I won't bother taking it as I know in the end, once I apply the same mods it will be 174 DMG as well. I'm lever 48 and I keep using the same weapons I found 20 levels ago, because they all have the same base damage, and my perks affect all individual weapons easily. So if I have a maxed out weapon of each weapon types, it's not worth even having a quick look at weapons while looting, as I know they will all have the same damage once modded. I'd like to change that. I'd like for example that all 10 mm pistols comes with a random base damage (lets say anything between 28 and 41) instead of a solid 33 that will never ever change. That way, if I have a maxed out 10 mm pistol and find another one, well I might get an higher damage once modded if the base amount was higher. I'd like to take the example of borderlands : you could find 3 instances of exactly the same weapon, but the damge will vary a little, the rate of fire too, etc.... which adds a decision making when looting, instead of just being like "Meh, I already have an automatic Shotgun, don't need another one that is exactly the same" If there is a mod that is already doing this, I'd like that (I found one that adds different level of quality with different damage changes, which is not bad), but if there is nothing else I'd like to find a way to do it through Creation Kit or FOedit if it's not too complicated. How would you suggest to start exploring this idea ?
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I'm late to the party, but I agree with OP. In a game where looting is a big part of the gameplay, it's nice to look at each gun you find and compare it to those you have to know if you might want to switch for this new weapon. Otherwise, all weapons have the same base power, and the same max power when used with the same mods – In other words, if you have a 10mm Pistol that is maxed out, you don't need to bother checking any 10 mm that you find 'cause you know they'll have the exact same DMG/DPS once you max it out too. It would be nice that all weapons had a certain randomness in their base damage (between a certain rage), so that if you have a base rifle at 65 and you know you can get it at 105, and then find a base rifle at 76 then it would be exiting. The way it is, I have at least one maxed out version of each of my favourite weapon types, and when I loot just don't bother with weapons on corpses at all. If weapon'd scale with me, then I'd be more interested in checking all container I see, and corpses, as there would be a chance that a find a better pistol to replace the one I found at level 12 and maxed out at level 13, and still use at level 48. I don't mind health scaling and weapon scaling at the same time : it adds a progression feeling, even if it evens itself out in the end (more health, more damage), but at least it gives an incentive to keep looking for new loot instead of keeping the same weapon inventory the entire game.
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HOW TO COUNT YOUR ESP PLUGIN USED SLOTS
ouibonjour replied to slowman87's topic in Skyrim's Skyrim SE
What I do is, Click on the plugins tab In the FLAGS Column, I pick "LIGHT", now it's only showing the ESLs and ESL flagged ESPS, and the filter in the Orange Bar that shows after you choose that option says "This table is filtered, showing 21/258 items" So then I just subtract 21 from 255, and that's how many slots for ESPs I have left. Sorry for being late to the party, but if Vortex shows 21 Light Plugins out of the 258 items you have, wouldn't that mean that the remaining 237 that are not ESL or ESL Flagged ESPs are actually ESP ? If that's correct, that'd mean you should substract 237 from 255 (not 21 from 255), thus leaving you with 18 available slots for ESP (instead of 234 slots). Am I making mistakes somewhere ? Yes, the mistake you're making is subtracting 21 from 258 instead of 255. 255 is the MOST ESPs, that the Game can handle, so you need to know how many ESP slots are available to reach 255, NOT 258 The magic number is 255. Oh yes I know, don't worry hehe It's just that in your initial post, you said if you filter and show only the Light plugin, you then substract that number from 255 to know how many slots you have for ESPs. In your example you had 21 Light plugins and you substracted 21 from 255 to get how many ESP slot you still have (so 234 ESPS, so 21 available slots) I was saying that it might be better to substract the total number of ESP among all your mods (Total Plugins[258] minus Light Plugins[21]) from 255 instead, in order to get the available number of available slots. If you have 21 Light Plugins out of 258 plugins, you have a total of 237 ESPs already, so 255 minus 237 = 19 available slots (instead of 21) I know the difference is only of 2 ESP though :laugh: EDIT : In other words, in your example you took 255 and substracted the number of Light Plugins you have, instead of substracting the number of non-flagged ESPs you already have. -
Thanks for the info. Something else I did was using Wrye Batch (a kind of Mod Manager found on Nexus), and it showed me right away all ESP that could be flagged as ESL, and I flaggued them all. And I also made a little clean up. Now Vortex still shows that I have 310 mods, but in the plugins tab it says that 117 out of 266 plugins are Light (ESL or ESP flagged as ESL). In other words, I now have plenty of room :D
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HOW TO COUNT YOUR ESP PLUGIN USED SLOTS
ouibonjour replied to slowman87's topic in Skyrim's Skyrim SE
What I do is, Click on the plugins tab In the FLAGS Column, I pick "LIGHT", now it's only showing the ESLs and ESL flagged ESPS, and the filter in the Orange Bar that shows after you choose that option says "This table is filtered, showing 21/258 items" So then I just subtract 21 from 255, and that's how many slots for ESPs I have left. Sorry for being late to the party, but if Vortex shows 21 Light Plugins out of the 258 items you have, wouldn't that mean that the remaining 237 that are not ESL or ESL Flagged ESPs are actually ESP ? If that's correct, that'd mean you should substract 237 from 255 (not 21 from 255), thus leaving you with 18 available slots for ESP (instead of 234 slots). Am I making mistakes somewhere ? -
I'm still having this issue, end of 2020. I was in the Goodneighbor Condo, and when I load my game it puts me in the Sanctuary Cellar with some robot dogs, with all those mod popups like it's the first time, and all the quest popups about radio signal and all. I'm using Vortex, and when I check my profile it says 317 mods installed. I read for the first time about the 255 limit ,never had any issue and I've been exceeding 255 for a while. Only installed like 6 or 7 mods today, so I might have been at 310 for a while without any issues. I'm sure I dont want to disable 75 mods, as I'm pretty happy with my build. I read that some people are able to merge mods. How can we do that, and does it help ? I seems like I'm able to load older saves without that issue, then I'm able to save a few times, and come back and load them without any issue, then I get a message "you cannot run, you're overcarrying" and I'm like how could that happen, I've modified my limit to 26000 a while ago, then I check in my pipboy and I'm 7179/6000 (like the CarryWeight reverted to a previous state). It seems to do this at random occurences, but when I see that message, I know I'm f*cked : I turn off Fallout 4 without saving, then I relauch the game and I know I'll have the issue with the mods and quests resseting themselves. So yeah, I'd like to be able to merge some mods, as I don't want to remove so many mods to get down to 255. In fact, I was planning on adding more and more mods, as for me browsing mods and adding them is as exciting as playing the game itself. It's like a constant perfectionisation, I love it. Please tell me there's another way. Also, uninstalling all mods in order to reinstall them all is a pain in the butt with Vortex, because when you select all mods and do Install (or enable), it asks you a confirmation for each one and you cannot say "okay to all" so you have to stay in front of the computer and press "ok" each 30 seconds for a few hours. I had to do it one time and I was so angry, it litteraly took several hours. I was watching some videos in a windows on the left side, and pressing "ok" every 30 seconds for each new mod in queue to be installed. We need a way to fix this, and to exceed 255 mods if our computer can run it, that's absurd. My build was solid and I was not having any CTD, and the mods I added today were without any conflict and were simple ones that didn't modify anything serious. And I uninstalled them all ad loaded older saves, and it went good for a while , then the carryweight message, then the mods reset themselves...
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4) I found a fix that applies LB as the back buttons, which exits rollups back to regular tab. https://www.nexusmods.com/fallout4/mods/14765/?tab=description&selected_game=1151&navtag=https%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodimages%2F%3Fid%3D14765%26user%3D1%26gid%3D1151&pUp=1 6) I searched a lot more and found out that SWF needs to be decompiled and recompiled and that is crashes the game as soon as changes are made or file sizes differ. I think it my be beyond my capacibilities here lol
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So I was playing with the LyrConf and the DEF_INV_TAGS of different Sorting mods (separately), and got myself an nice customized arrangement of tags and rollups that I like. However, they are a few things that I can't seem to be able to change and I'd like to know if it's feasible. 1. All rollups go at the bottom of the screen. For example if you create one for your Grenades or Explosives, you will have all of your items showing on top in Alphabetical order, then your Rollup called Explosives: 10mm Pistol A random AR weapon Baseball Bat Submachine gone (Suppressed) >>Explosives (53)I'd like to have it on top like : >>Explosives (53) 10mm Pistol A random AR weapon Baseball Bat Submachine gone (Suppressed)Is it possible to do so ? 2. It seems like all regular items (not I rollups), tagged or not, are placed in alphanumerical (or the opposite?) order : (10 > 11 > 1A > 1B > 20 > 3A > A > A1 > A14 > A2 > B > C > D) . However, when it comes to rollup, it seems like there is no numerical or alphabetical order. I tried prefixing my rollups with numbers or letters, and it does not affect their order. For example, they would appear like so : 10mm Pistol A random AR weapon Baseball Bat Submachine gone (Suppressed) >> D) Explosives (53) >> A) Melee Weapons (1) >> C) Pistols (11) >> B) Shotgunsor 10mm Pistol A random AR weapon Baseball Bat Submachine gone (Suppressed) >> 3. Explosives (53) >> 2. Melee Weapons (1) >> 1. Pistols (11) >> 4. Shotgunsetc It seems like the order is neither affected by its order in LyrConf, its Subfilter number, nor the amount of items in the rollup, nor the alpha-numerical first letter of the first item in the rollup. Do anyone knows what is the rule that is applied when it comes to their order ? And could it be changed or worked around ? 4. When I enter a Roll-Up, and I want to get back to the previous screen, my first reflex is to press (B) on my Xbox controller (on PC), as it's often the button for going back. However, it closes the Pipboy instead (makes sense, as it's also the button to close the Pipboy lol). Only other ways I found was pressing DPAD_Right to go to Apparel, the DPAD_Left to come back to Weapon (Regular), or press Select (or the button mapped to bringing the Pipboy), which gets out of the rollup and back to regular Weapons, but also reduces the size of the Pipboy. Is there a way to change it so that if I press (B) while inside a rollup, it goes back to the regular Weapon tab, then if I press it again it closes the PipBoy ? In the same way that B while inside an holotape will Go Back, then another time will close the Terminal/Holotape-Menu, then another time will close the Pipboy. 5. Speaking of order, do you know the exact order when it comes to tag and characters ? So far I noticed it goes like this : 01 10 1a 1b 2xyz 2z A1 A2 AA AB B (01) (10) (1a) (a1) (a2) [01] [10] [1a] [a1] [a2] {01} {10} {1a} {b1} {ba} Rollups (in whatever order)That being said, I'm wondering how the other characters are located in that order ( dots, coma, asterisk, ! , ^ , >> , - , underscore, + , minus, etc ) Is there a list somewhere ? 6. I'm able to edit most config files through Notepad++, but sometimes people say to modify things in the SWF files of the Interface folder. However, I'm not able to open/edit them. I know it's flash, so I downloaded the latest Flashplayer, but it only opens an empty grayed out window in Flashplayer and there is no way to edit anything. Is there a specific program I should use to open/edit those files ? Thanks a lot guys !
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Update : So I found all the form IDs, added 0x in front of them, and matched them to their respective ESPs and Saved/Compiled the script without any error message. I added this at the beginning of my script, and removed the property codes of those items at the end. However, she will still not equip those outfits once in the game even after reinstalling the mod. Any suggestions ? Scriptname Jessy_PiperMenu_Script extends ObjectReference int Button Event OnInit() Biker_Gal = Game.GetFormFromFile(0x0600c909, "BikerGal.esp") as Armor NudeThemasYouWant = Game.GetFormFromFile(0x05000800, "Nude Them.esp") as Armor Eli_NWRaiderOutfitRL = Game.GetFormFromFile(0x04001071, "Eli_Robo Leg Outfits.esp") as Armor EndEvent EDIT : In the meantime, I was able to attach the same script to CompanionPiper, but I changed the name/intro for this : Scriptname Jessy_PiperActivate_Script extends Actor conditional The rest of the script is pretty much the same. I got no error message, but once in game the menu was not accessible from her as she was not activable (only option was to talk or control). Still trying stuff out. Still haven't found a way to get the Modded outfits to be equiped, even with the GetFormIDs. Still open to suggestions ! I'll try to find a mod where a NPC is activable and study the scripts. I checked AFT again, but this mod is too massive, there was like hundreds of scripts.
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Thanks, that makes complete sense! (1)(2) I edited my two first questions, as they were asking how to find the Form IDs of my Items, but I fount it by extanding the Form ID column on the left of Count :laugh: I will try to incorporate them in my script ! Thanks I had a few other questions though if you do not mind! (3) One of my Item is shown as ARMA (Armor Addon) instead of Armor. Should I add ARMA at the ends of its GetFormFromFile code like this : « NudeThemasYouWant = Game.GetFormFromFile(0x1234ABCD, "NudeThemasYouWant.esp") as ARMA » or should I keep ARMOR ? (In my property, I used ARMOR because ARMA was not shown as a valid function in my Notepad++/Papyrus++ editor's suggestions. Should I change this as well ( Armor Property NudeThemasYouWant Auto ) (4) Also, should I put all of my GetFormID codes under the same Event OnInit() , one under the other before the EndEvent, or I should make a different Event OnInit() / EndEvent for each ? (5) And lastly, if you have a suggestion on how to activate my menu by hitting the (B) button while facing my companion, that'd be awesome! :smile: Thanks a lot !
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Okay, sorry for the triple-post, but I think I'm going somewhere ! Now I can load my menu through that magic milk bottle and I can change her outfits. However, any non-vanilla item does not want to equip, even though I checked the related mods in the DATA in Creation Kit, and even though the mods in question are active in my load order. In fact, the outfits that are coming from mods are currently in Piper's inventory and they work fine when used through her inventory or container. But they wont equip through EquipItem. It's a shame because my outfit #1 is "Naked" and my first choice was to equip the Nude ring (does not work tru menu), my second was Piper.UnequipAll() which does not work as it only unequips her gun and puts her in a fist-fight stance, so my only remaining option is to Unequip each of the outfits and items of the other Outfits in the menu. It does work and make her naked, but it will not as soon as she'll be wearing anything else. I might try Piper.EquipItemExt, do you think it could work ? Or do you have any other ideas ? Also, I'm still open to suggestions on how to activate this menu through a button while facing Piper. Here's my 90% working script so far : Scriptname Jessy_PiperMenu_Script extends ObjectReference int Button Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() Button = messagebox_999_PO.Show() ; Shows the menu. EndiF If Button == 0 Piper.EquipItem(NudeThemasYouWant, True) ; A ring that unequips everything when wore Piper.UnequipItem(Eli_NWRaiderOutfitRL) Piper.UnequipItem(ClothesPiperGoggles) Piper.UnequipItem(Armor_BoS_Knight_Underarmor) Piper.UnequipItem(ClothesSturgesBeltAddons) Piper.UnequipItem(DLC03_Armor_Marine_UnderArmor_Body) Piper.UnequipItem(Biker_Gal) Piper.EquipItem(NudeThemasYouWant, True) ElseIf Button == 1 ;xxx Piper.EquipItem(NudeThemasYouWant) ; A ring that unequips everything when wore ;xxx Utility.WaitMenuMode(1.0) ; Made this so that there is a pause between both EquipItem, so that they dont try to equip something that unequip everything at the same time as equipping other items Piper.EquipItem(ClothesPiperGoggles, True) Piper.EquipItem(Eli_NWRaiderOutfitRL, True) elseif button == 2 ;xxx Piper.EquipItem(NudeThemasYouWant) ; A ring that unequips everything when wore ;xxx Utility.WaitMenuMode(1.0) Piper.EquipItem(Armor_BoS_Knight_Underarmor, True) Piper.UnequipItem(ClothesPiperGoggles) ElseIf Button == 3 ;Piper.EquipItem(NudeThemasYouWant) ; A ring that unequips everything when wore ;Utility.WaitMenuMode(1.0) Piper.EquipItem(ClothesSturgesBeltAddons, True) Piper.EquipItem(ClothesPiperGoggles, True) elseif Button == 4 ;Piper.EquipItem(NudeThemasYouWant) ; A ring that unequips everything when wore ;Utility.WaitMenuMode(1.0) Piper.EquipItem(DLC03_Armor_Marine_UnderArmor_Body, True) Piper.UnequipItem(ClothesPiperGoggles) elseif Button == 5 ; biker ;Piper.EquipItem(NudeThemasYouWant) ; A ring that unequips everything when wore ;Utility.WaitMenuMode(1.0) Piper.EquipItem(Biker_Gal, True) elseif Button == 6 ; Cancel endif endEvent ObjectReference Property Milk_999_PO Auto actor Property Piper Auto actor Property PiperRef Auto Armor Property NudeThemasYouWant Auto Armor Property Eli_NWRaiderOutfitRL Auto Armor Property ClothesPiperGoggles Auto Armor Property Armor_BoS_Knight_Underarmor Auto Armor Property ClothesSturgesBeltAddons Auto Armor Property DLC03_Armor_Marine_UnderArmor_Body Auto Armor Property Biker_Gal Auto Armor Property AA_NudeThem Auto Message Property MessageBox_999_PO Auto Const {Message that will appear} Message Property b0 Auto Message Property b1 Auto Message Property b2 Auto Message Property b3 Auto Message Property b4 Auto Message Property b5 Auto Message Property b6 Auto Armor Property NewProperty Auto Const Armor Property RobotLeg Auto Const PS : I still don't know how to Quote/Code as a "Spoiler"