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Commissary terminal in Sink doesn't work (trying to mod)


fredje323

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The pencil icon at the top.click it then script and new. By scn you put the name of the script you want it to be do not put numbers first ex: 00scriptname instead do aaa or zzz to find it easier.

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The pencil icon at the top.click it then script and new. By scn you put the name of the script you want it to be do not put numbers first ex: 00scriptname instead do aaa or zzz to find it easier.

Thank you. But the guy just shows up and his only talk option is "we've talked enough" and the Commissary Terminal still kicks me out, I think I did something wrong somewhere.

Edited by fredje323
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I made a quick esp to refresh how I set it up the first time. Here's the link to DL:

Edit: The container the merchant is linked to has nothing but caps so you'll need to add items to the container.

Edited by Dawnx2
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I made a quick esp to refresh how I set it up the first time. Here's the link to DL: https://www.dropbox.com/s/xhkxm929i3g57q6/Sink%20Commissary.esp?dl=1

 

Edit: The container the merchant is linked to has nothing but caps so you'll need to add items to the container.

Thank you :smile:

Where did you learn how to do this?

And would you mind if I posted it on the nexusmod site? (I added a Sierra Madre vending machine too)

Edited by fredje323
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To do it? Just something I wanted to add a house mod i'm screwing around with. And idc if you do.

You were just messing around when you found out how to make the commissary terminal works?

I'll upload it and thank you in it.

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