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NPC preferred weapon


ChIck3n115

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Ok, so I have been playing around with a few mods. I have the Jessi and Kelsey companion mods, as well as the lightsaber 0_9 beta mod. I have given them lightsabers and told them to use melee, and they use the lightsabers about 85% of the time. For some reason though they like to pick up certain other weapons (minigun and hunting rifle mostly), and I have to remove these weapons from them to get them to use the lightsabers again. Is there some way to make them not pick up weapons or get them to prefer the lightsaber? It kinda ruins the moment when you are hacking away at 15 supermutants, and then someone picks up a minigun and just mows them all down :dry:

 

Can npcs get overloaded and not pick stuff up? I was thinking I might be able to load them up with junk and not have them pick stuff up anymore.

 

Any ideas?

 

P.S. I've never used the geck before, so nothing too fancy!

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Ok, so I have been playing around with a few mods. I have the Jessi and Kelsey companion mods, as well as the lightsaber 0_9 beta mod. I have given them lightsabers and told them to use melee, and they use the lightsabers about 85% of the time. For some reason though they like to pick up certain other weapons (minigun and hunting rifle mostly), and I have to remove these weapons from them to get them to use the lightsabers again. Is there some way to make them not pick up weapons or get them to prefer the lightsaber? It kinda ruins the moment when you are hacking away at 15 supermutants, and then someone picks up a minigun and just mows them all down :dry:

 

Can npcs get overloaded and not pick stuff up? I was thinking I might be able to load them up with junk and not have them pick stuff up anymore.

 

Any ideas?

 

P.S. I've never used the geck before, so nothing too fancy!

 

The way vanilla followers, and Kelsey ,etc mods set 'Melee' or 'Ranged' is through a script command, which doesn't 'stick'. It changes as soon as they re-evaluate their follow packages, because the Combat style in the follow package is set to 'default' which allows both melee and ranged weapons. An NPC will pick up weapons that have higher damage potential than the one they already have. Even when you ensure all packages have the CS that you want, such as melee, they will still sometimes pick up ranged weapons if they are far away from their target and use them, and as they close in, they will then switch to melee.

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You can get around the whole combat style by force equipping a weapon on your companion. I added an option in my companion support mod that has a selection "Force Companion Gear". What it does is open a remote container where you can place armor and a weapon you want your companion to use. Then when you close that container it walks through the items and assigns a temporary reference to the items found. Each item is removed from the container, and is added to the companion using additem, then equipitem 1 which makes it so that NPC can not unequip the item. That will force them to use the weapon you give them no matter what combat style they have selected.

 

You also need to use an option that will ref walk the NPC's inventory and remove equipped items as that is the only way to remove those items once they are equipped using equipitem 1. If you tried to use openteammatecontainer on them when they have items force equipped you will not be able to remove the force equipped items.

 

To ref walk a container you need to use FOSE, and you can look at the scripting in my mod if it helps.

 

http://www.fallout3nexus.com/downloads/file.php?id=11444

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Ah, thanks! I don't really understand what you said (I've only installed mods, never made them), but I will install your mod and see what it does :tongue:

 

If all else fails, I guess I can just give them low powered weapons to use until they get close enough to pull out their melee weapons.

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