DrThang Posted September 29, 2013 Share Posted September 29, 2013 This should be a pretty simple question to anyone who knows what they're doing, unfortunately I only barely do.Basically what I need to know is how to change a companions default armor and weapons through dialogue options.I already wrote up the dialogue and made the armor and weapons I want to use, I'm just not sure about which conditions and result scripts to use to get them to equip them. All I know is that the conditions for each dialogue option should have one about whether or not they have those things in their inventory already, and then I guess the result script should remove the old and then add the new weapons and armor to their inventory, I just don't know which condition that is and exactly what the scripts should say,If anyone has any advice or can at least point me in a good direction I would be very greatful. Link to comment Share on other sites More sharing options...
bjornl Posted October 4, 2013 Share Posted October 4, 2013 Have a look at Boone, he changes his armor when his quest is complete. Link to comment Share on other sites More sharing options...
DrThang Posted October 6, 2013 Author Share Posted October 6, 2013 Actually I tried that already, but it didn't help, and that's when I made this topic. But since you said that, I decided to give it another shot and look again, and this time I found what I was looking for. Then for the rest I just took a wild guess and made conditions based on item count and it actually worked, the whole thing is working exactly the way I wanted it to now.So, thanks, that actually helped a lot. Link to comment Share on other sites More sharing options...
DrThang Posted October 7, 2013 Author Share Posted October 7, 2013 Another quick question, does anyone know how you can make it so an npc will not equip any armor or weapons you put in their inventory? Is that even possible? Link to comment Share on other sites More sharing options...
Ladez Posted October 7, 2013 Share Posted October 7, 2013 Take a look at the NoUnequipFlag parameter in the EquipItem function. That might be what you need. Link to comment Share on other sites More sharing options...
DrThang Posted October 10, 2013 Author Share Posted October 10, 2013 That seems like it would work, but at the risk of sounding like a noob, where would I put that line? Link to comment Share on other sites More sharing options...
DrThang Posted November 2, 2013 Author Share Posted November 2, 2013 Ok, I give up, I can't figure out how to make an npc not equip stuff to save my life. Where would the NoUnequipFlag go, in a script for the item? In the script for the npc? I can't find a single example of something like that anywhere. There are things in the game and in various mods that npcs won't unequip, and I can't find what's doing it. Link to comment Share on other sites More sharing options...
bjornl Posted November 2, 2013 Share Posted November 2, 2013 The NoUnEquip flag would seem to do the opposite of what you want. It is for those times they have an item you want them to keep equipped. You can use it in an object script (for example). http://geck.bethsoft.com/index.php?title=EquipItem Begin OnAdd NPCREF.equipitem "myitemREF" 1 1 end Obviously if they have an item equipped filling that slot already then you indirectly get the effect you want. Another option would be if you want to have a compartment that you want them to carry but not use, maybe give them a carry compartment like Willow or Wendy? This is basically a container that that the player can access via the NPC dialog option but the NPC won't access (or has restricted access). Link to comment Share on other sites More sharing options...
DrThang Posted November 2, 2013 Author Share Posted November 2, 2013 Actually the exact thing I want is for a companion to never unequip their default armor and weapons, no matter what you put in their inventory. At first I thought it would be something as simple as a command to not equip anything new you give them, so that's why I put it that way, but I don't think that's necessarily a thing. Now I get that thwe easiest thing to do would be a command for those specific items, right? Is that line there what I should use? Do I put it in the npc's script? Link to comment Share on other sites More sharing options...
bjornl Posted November 2, 2013 Share Posted November 2, 2013 I prefer to put object specific scripts in those objects but it should work just as well in the npc script. If it were me, I would try not to use OnGameMode for that sort of stuff as those scripts run constantly. While (for example) an OnAdd script only runs when the NPC is given that object. So in your case you find the lonely duckling with no feathers. Your PC helps it find some feathers. A script which checks if the user of the feathers is a duck and then makes it unequipable should work. Link to comment Share on other sites More sharing options...
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