Mktavish Posted April 15, 2022 Share Posted April 15, 2022 Well without knowing where the script is that transfers the stuff. You can put a script on the fist weapon in their mod file . This weapon ID "SupermutantFists"Type : Object Script~~~~~~~~~~~~~~~SCN MyScriptName ; whatever you want to name it. Begin OnAdd Player RemoveMe NVDLC01DogRef End~~~~~~~~~~~~~~ I think that should work fine , unless another mutant does the same thing , which will give it to Dog .However if you notice he doesn't equip it ... I guess by him not doing the right damage , since there is no model to notice if it is equipped. Or to know for sure would have to check him in console with "GetEquippedObject 5"But add this block to the same script if he doesn't equip it. ~~~~~~~~~~~~~~~~~Begin OnAdd NVDLC01DogRef EquipMe End~~~~~~~~~~~~~~~~ I'm just not sure what the script the mod uses to give them the weap and equip it is doing ... since it is an "ScriptEffectStart" block ?But he may be getting the weapon and equipping it as soon as he doesn't have one ?Ergo all you might need do is remove the weapon from yourself. ~~~~~~~~~~~~~~scn migMgefSuperFisticuffsMS int bEquip Begin ScriptEffectStartif GetIsCreatureType 4 && GetItemCount SupermutantFists == 0let bEquip := (GetWeaponAnimType < 2)AddItemAlt SupermutantFists 1 100 bEquipendifEnd Link to comment Share on other sites More sharing options...
Recommended Posts