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No weapons


bad biscut

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Hmm... I do not think this is possible. The NPCs react just like in real life when they are in danger, by picking up the most dangerous weapon that they can lay their hands on to defend themselves. But this only applies to NPCs. I'm uncertain if this could be edited in G.E.C.K though.
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Hmm... I do not think this is possible. The NPCs react just like in real life when they are in danger, by picking up the most dangerous weapon that they can lay their hands on to defend themselves. But this only applies to NPCs. I'm uncertain if this could be edited in G.E.C.K though.

 

 

There has to be some way. Maybe a scripr or something.

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http://geck.bethsoft.com/index.php/Category:Packages

 

 

That kind of data is contained inside the packages for npc's. Most of the default packages for npc's allow them to equip weapons an other things like sandbox. Or heck maybe it's a package that makes them do something special or whatever for one reason or the other. It's not really one thing that tells them what to do either, it might be a few different kinds of things that tell them what to do. You know like the NPC settings, scripts, packages, factions, ect.

 

Say at the start of the game you wanted a npc to be able to equip weapons an shoot them an all that, but later on after many happy hours of putting heads on posts out in the wasteland, The npc ends up in a situation where for one reason or another they are not allowed to use or equip weapons anymore. You would need a script which when triggered would put that NPC in a certian package. Which for most of the stuff that fallout does they switch them around here an there for what it is they want them to do.

 

 

 

 

A good example is the slaves. There's a nice simple mod which changes it so that anyone you enslave won't be removed from the game after they reach paradise falls, but they will remain in the game inside the slaver housing. It works great, however, when bethesda created the package for slaves, the settings were based off the fact that the npc would disapear afterwards, so really they only had to set the stuff in that package which would allow that NPC to run to paradise falls in order to finish the travel script or package whatever.

 

So when you go visit the maggots you enslaved they still have weapons equiped. The easy way to remove them is to just edit the package so that weapons are disabled. but there's a lot of other stuff you can do too, like sandbox them, or change the travel part so they end up in the pin rather than inside the housing, an such. Takes a bit of work to get it all to work well together.

 

The weapon itself is data inside the NPC settings, so in-game you could remove the item from they're inventory, then fast travel an come back, an it probably would be back in there, since it's set in the npc inventory. Hence why it would be more easy to just use the setting to disable weapons in the packages. Idk seems like too much work to actually remove the weapon.

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As for vanilla weapons, there isn't that many out there really to begin with, so making a script that constantly removes every possible weapon from an NPC:s inventory is very possible, although it is a big script, and might even cause lag even if used on only one NPC... For something like FOOK2, the sheer amount of possible weapons is way too huge to even consider of using scripts to remove every each one of them. :D

 

Using a package that disallows the use of weapons would be by far the best way to go. You can even make copies of the vanilla packages, and modify the copies so they all disallow use of weaponry completely, and use them on that particular NPC. That is the way I would do it.

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