Riven1978 Posted December 30, 2010 Share Posted December 30, 2010 I asked this in the Fallout 3 forum, but knowing that a few people are reading the New Vegas forums more and since it will help me once i decide to (if i decide to) port him over to New Vegas. Is there any way to stop a NPC from looting guns and such? I want my follower to use only the Glove weapon he comes with and nothing else. I have tried setting the gun skills to 0 but that doesn't work. I also heard that lowering his responsibility would do the trick but that didn't work either. Link to comment Share on other sites More sharing options...
llamaRCA Posted December 31, 2010 Share Posted December 31, 2010 I asked this in the Fallout 3 forum, but knowing that a few people are reading the New Vegas forums more and since it will help me once i decide to (if i decide to) port him over to New Vegas. Is there any way to stop a NPC from looting guns and such? I want my follower to use only the Glove weapon he comes with and nothing else. I have tried setting the gun skills to 0 but that doesn't work. I also heard that lowering his responsibility would do the trick but that didn't work either. Hi Riven, I think the easiest way to keep a follower from looting weapons is to give him a companion weapon. That means a weapon with companion ammo here in NV. So, since you want your follower to only use his Glove weapon I'd try setting him up with a gun with low GPS (nerf a 9mm pistol if you have to to get the DPS low enough so he'll choose the Glove over the gun and to prevent him from looting for other guns) and give it Companion ammo and it should become unplayable to you (I don't know if you care about that; it's a kind of unavoidable side effect of using companion ammo) and make sure you have him set to Melee Combat all the time. I think that would fix it in NV. I haven't tried to make it happen, but I think it should work. Having unlimited ammo/an unplayable weapon/companion kind of weapon set up in FO3 seemed to keep a companion from looting (the vanilla companions). When a vanilla companion was taken off that set up it would begin to loot weapons. It seems like an easy fix for that behavior there. Things are different with companions here in NV, and like I said, I haven't done this here in NV or studied that behavior here, but that's how I would try to fix it. :) llama Link to comment Share on other sites More sharing options...
Riven1978 Posted December 31, 2010 Author Share Posted December 31, 2010 Thanks llama, that will make it easier if i decide to bring Freddy to the desert :) right now i am just happy to actually have something i can finally release for F3. I have lost track of how long it has been since we started the MOD (Damn RL, always gettting in the way :Þ) Link to comment Share on other sites More sharing options...
llamaRCA Posted December 31, 2010 Share Posted December 31, 2010 Thanks llama, that will make it easier if i decide to bring Freddy to the desert :) right now i am just happy to actually have something i can finally release for F3. I have lost track of how long it has been since we started the MOD (Damn RL, always gettting in the way :Þ) If you are releasing him for FO3 there will be issues with him using his Unarmed weapon reliably if he has a gun in his possession if you don't do something to hold him to it with some kind of scripting. The combat styles in FO3 don't hold the followers onto a melee only style. For NV that problem has been solved in the game itself (kinda; if they have a melee/unarmed weapon with a superior DPS they will hold the melee style and go all the way for the kill with that weapon and they won't use a gun, even if it's in their inventory out at a ranged weapon distance. That isn't true in FO3. They use a ranged weapon at ranged distance, even if you tell them to use melee, unless you've done something about that with some kind of scripting. Oh, wait, there might be another way for you to ensure your NPC would do Melee all the time, which is what I did to Charon to make him stick to Ranged Combat all the time as a default, and then I scripted him when I wanted him to do a mixed combat style (melee + ranged). The thing is, I don't know if the Melee combat style just doesn't work correctly (the NPC when on a melee combat style refuses to ignore ranged combat and won't just stick to melee (and unarmed) combat and still uses a gun) or if the problem is that they fall off of the Melee Only combat style just like they fall off of all combat styles. If the problem is that the Melee Only combat style does work, but the NPCs are falling off of it, and you know that you want your NPC to only do melee combat then you can put the Melee Combat Style as the combat style in every single AI package that your NPC will have. That will ensure that he will always default to the Melee Combat Style which is what you want (that's how I got Charon to adhere to Ranged Combat as his default but I know that Ranged only combat can work and this does work). However, if the combat style just doesn't do what it is supposed to it won't matter if you put him onto it at every opportunity. He just won't do what you want. That was a lot to write if you aren't thinking of doing the same thing for FO3! lol. :) llama Link to comment Share on other sites More sharing options...
Riven1978 Posted December 31, 2010 Author Share Posted December 31, 2010 That's what i thought too, I tried to rewrite his script awhile back to where when the ranged topic would come up in script i would rewrite it to use melee instead. I am not really any good when it comes to scripting so i am sure i probably screwed it up somewhere, when ever he picks up a gun in my game i shoot him in the head and take it away from him. He doesn't always pick up a gun only most of the time so he gets a lot of shots in the head >.< Link to comment Share on other sites More sharing options...
llamaRCA Posted December 31, 2010 Share Posted December 31, 2010 when ever he picks up a gun in my game i shoot him in the head and take it away from him. He doesn't always pick up a gun only most of the time so he gets a lot of shots in the head >.< :laugh: rofl. I wish I had the answer about the Melee only combat style. I've just never tried to have a NPC use it exclusively so don't know if it would do what you want. Changing all of his AI packages to using the Melee Combat Style as the default however would only take you a few minutes and you would know very quickly if it was making much of a difference. And, if you change the default combat style in all of his AI Packages to the Melee Combat Style you shouldn't need any scripting as when he falls off of his combat style he'll fall onto the default which will be Melee because what happens is all of his time in the game is covered by the packages you've created and each one is now covered by the combat style you've put into the packages which would then all be Melee. Link to comment Share on other sites More sharing options...
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