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Remove Cap's of Companion who repair's my Equipment


unperfek7

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Well, my Companion can repair my Equipment but, when I pay him the Caps get into his Inventory so it's like a free repair but I do not want that....

 

so I made it like that in the Topic:

 

Result Start:

 

set DanteREF.CapCount to GetItemCount Caps001

ShowRepairMenu

 

Result End:

 

set DanteREF.CapCountRemove to GetItemCount Caps001

DanteREF.RemoveItem Caps001 DanteREF.CapCountRemove

DanteREF.AddItem Caps001 DanteREF.CapCount

 

but somehow let's say when he got 5 Caps before the repair , and the repair cost 100 , the got 105 Caps in his Inventory :/

but he should have 5 only.....

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Well, my Companion can repair my Equipment but, when I pay him the Caps get into his Inventory so it's like a free repair but I do not want that....

 

so I made it like that in the Topic:

 

Result Start:

 

set DanteREF.CapCount to GetItemCount Caps001

ShowRepairMenu

 

Result End:

 

set DanteREF.CapCountRemove to GetItemCount Caps001

DanteREF.RemoveItem Caps001 DanteREF.CapCountRemove

DanteREF.AddItem Caps001 DanteREF.CapCount

 

but somehow let's say when he got 5 Caps before the repair , and the repair cost 100 , the got 105 Caps in his Inventory :/

but he should have 5 only.....

It's not simpler you just remove the caps from the player? imagine the companion burned it all on booze :) (Edit: noted just now the trade is done in the repair menu)

 

Edit: the following is not a valid answer anymore, yet I keep it as suggestion for this one or another opportunity.

 

Maybe he is saving the money for something he must do (a quest maybe?)... and so tis about the player being nice with him. If so he may not complain about being 'robbed' by the supposed friend, yet this can and must affect badly the player's karma and companion's disposition.

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I dont think you can put the remove caps script in the result script, coz it runs before the repair service is done. So your script should work, but it runs too early, so 5 caps are removed and added right, but then the repair caps are added again behind the result script. Means, you have to put the cap remove script somewhere else, for example in a questscript or in the script of the NPC.
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