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help with Small scripted mod making things go nuts


gabe0789

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I am having trouble with a little project of mine to add a couple weapons from mods to perks from the game. Specifically I added the new Millennia Colt M4A1 Assault Rifle to the Grunt perk from the Honest Hearts DLC and the Big Iron Revolver From the More Traits Mod to the Cowboy Perk from the base game.

The method I used was to create a new ESP with a new quest starting on game start up then attaching a new script...

 

scn aaaWeaponsAndPerksScript

 

short iDoOnce

 

BEGIN GameMode

 

if (iDoOnce == 0)

ListAddForm NVDLC02PerkGruntWeapons WeapMCM4A1

ListAddForm PerkCowboyWeapons DreeTraitBigIronNewWEAPON

set iDoOnce to 1

StopQuest aaaWeaponsAndPerks

endif

 

END

 

Apologies but I do not know how to make the little spoiler button to help make the post shorter. In any case this is the script I used. I borrowed most of it from Millennia, again I apologize if that offends anyone. I am trying to learn how to do this and having a good example really helps. The Problem I get is that as soon as I load the game I start getting all kinds of texture and mesh problems as you should be able to see in the picture I uploaded. I have textures changing as I move and merchants' heads floating around with no body even though sometimes the do have hands. Sometimes the mesh is missing completely and I will get a big red exclamation where a veteran ranger is standing/talking to me. If I uninstall the mod everything is back to normal. When I look at the mod in FNVEdit there are only two entries for it and those are for the quest and the script.

If anyone has any advice it would be greatly appreciated. Thank you.

 

Oh and if it matters. The guns did get added to their respective perks. they were even kind enough to stay there after I uninstalled the mod, so there's that at least...

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