actionhorror Posted January 1, 2023 Share Posted January 1, 2023 Newbie question here. I want to add weight to stimpaks but I never play with Bethesda's survival mode because I don't like the way they implemented it. When I go into the CK I see that stimpaks already have a weight to them, value 0.1, so I assume in the game this is disabled whenever not in survival mode. This makes what should be a simple edit into a more complicated one, what are my options here? Link to comment Share on other sites More sharing options...
LarannKiar Posted January 3, 2023 Share Posted January 3, 2023 (edited) It's hardcoded. I think the only way to add a weight to it in the Creation Kit is if you edit its Default Object "StimpackObject_DO". Edited January 3, 2023 by LarannKiar Link to comment Share on other sites More sharing options...
RaidersClamoring Posted January 4, 2023 Share Posted January 4, 2023 It's hardcoded. I think the only way to add a weight to it in the Creation Kit is if you edit its Default Object "StimpackObject_DO". Will SetWeight() work during runtime on such a form? It would have to be reset each game load but that's more of a benefit than a problem. User can then accidentally or willingly uninstall the mod without issue. Unless of course the script has been injected into an objectreference for some reason. Link to comment Share on other sites More sharing options...
LarannKiar Posted January 4, 2023 Share Posted January 4, 2023 It's hardcoded. I think the only way to add a weight to it in the Creation Kit is if you edit its Default Object "StimpackObject_DO". Will SetWeight() work during runtime on such a form? SetWeight() can change the base form's weight but the instances' weight still won't be visible in the Pip-Boy (and won't be calculated in PlayerRef.GetInventoryWeight()). (GetWeight() always returns the "real weight" by the way). I think the game treats Ammo similarly. Link to comment Share on other sites More sharing options...
RaidersClamoring Posted January 5, 2023 Share Posted January 5, 2023 Dang it. Would it be workable to "DefaultObject.Set()" along with creating a duplicate chem with all the same properties and screen name? I suppose chances are the display settings are baked into the Defaultobject-form itself. Might be worth a try though. Just pass any beverage or a stealth boy form into default stimpack Link to comment Share on other sites More sharing options...
LarannKiar Posted January 5, 2023 Share Posted January 5, 2023 Dang it. Would it be workable to "DefaultObject.Set()" along with creating a duplicate chem with all the same properties and screen name? Either that or overriding the Default Object's record in the Creation Kit. Both should work. Link to comment Share on other sites More sharing options...
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