RageNClear Posted August 7, 2021 Share Posted August 7, 2021 In gameplay, supermutants are very limited on what they can use. From my observation, They can only use2hareloadF automatics (assault carbine) and 2hareloadi automatics (lightmachinegun). Now I have an AK that uses 2hareloadM, it's custom so I'm gonna assume supermutant won't be able to use it.I'm thinking of creating a non-playable AK that uses 2hareloadi that's usable by supermutant, but when they die/drop the gun, the gun would turn into the playable 2hareloadM version of the gun. Question is, how can I write a script that does that? Link to comment Share on other sites More sharing options...
clanky4 Posted August 7, 2021 Share Posted August 7, 2021 Legate Lanius's weapon and I think helmet do that I'd check their scripts. Link to comment Share on other sites More sharing options...
GamerRick Posted August 7, 2021 Share Posted August 7, 2021 (edited) Pretty simple: scn myMutantScript begin OnDeath RemoveItem myUnnplayableGun 1 AddItem myPlayableGun 1 end I had the same problem trying to get the Super Mutants in FO3 to use other guns in the game (like the 10mm lever action from Point Lookout) and a few new guns I am adding to the game from various gun resources on the Nexus. I couldn't figure it out. I'll have to check into the animation settings and maybe do the same thing you are. EDIT: Actually you should create a new level-list (like condMyGunLoot) that is like how other such vanilla lists (like CondHuntingRifleLoot) are. Then change the 'addItem line to this: AddItem condMyGunLoot 1 Edited August 8, 2021 by GamerRick Link to comment Share on other sites More sharing options...
RageNClear Posted August 9, 2021 Author Share Posted August 9, 2021 (edited) Pretty simple: scn myMutantScript begin OnDeath RemoveItem myUnnplayableGun 1 AddItem myPlayableGun 1 end I had the same problem trying to get the Super Mutants in FO3 to use other guns in the game (like the 10mm lever action from Point Lookout) and a few new guns I am adding to the game from various gun resources on the Nexus. I couldn't figure it out. I'll have to check into the animation settings and maybe do the same thing you are. EDIT: Actually you should create a new level-list (like condMyGunLoot) that is like how other such vanilla lists (like CondHuntingRifleLoot) are. Then change the 'addItem line to this: AddItem condMyGunLoot 1I think I know what to do now. I create a supermutant copy of the AK that has an identical WithAmmoXXXLoot and displays the same name 'Chinese Rifle' and is in the supermutant leveled list. I copy the VLegateSword Script from Lanius's (unplayable) sword and change it into the playable AK. In theory at least. Edit: If I do it like your first inital script. The value/condition of the gun won't change as the player won't be able to hover over the weapon to check the value. Downside is I'll have to check the 'Can't Drop' so you can't shoot it out of their hands. Unless I don't know there's some kind of code that checks if the (unplayable) gun is out of the supermutant's inventory before they die. If I do it my way, then the value would be inconsistent as it might lower or raise the value/condition after being added into the player's inventory Begin OnAdd Player If AddOnce != 1Player.AddItem WeapNVLegateSword2 1Set AddOnce to 1RemoveMeEndif This script from the Legate Swords is fine because it always gives you the max condition sword. But if I use CondMyWeaponLoot into the the AddItem it might change the value/cond of the gun than what you initially see when you hover your mouse over the (nonplayable) gun. Also, how do I write down code in this post? Edited August 9, 2021 by RageNClear Link to comment Share on other sites More sharing options...
GamerRick Posted August 9, 2021 Share Posted August 9, 2021 Go ahead and try it! The player can't see or take non-playable armors and weapons from dead NPCs. They are invisible to you. So there's no way for the player to take it and have it do the OnAdd block. Link to comment Share on other sites More sharing options...
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