joareth Posted February 15, 2011 Share Posted February 15, 2011 Im trying to make a little MOD to not allow companions to auto regen health after each battle and to remove their unlimited magic ammo. I found where i can stop the auto health regen, i just deleted the line for it in the companions script but the problem im having is even though i deleted the weapons and magic ammo out of the companions inventory they seem to get their original weapons back i deleted :X Is there a script that makes them re equip original weapons and unlimited magic ammo, even though i deleted them from their invetory from G.E.C.K editor? Point of this mod is the make the game a bit harder while traveling with companions. I want it to where companions dont auto regen health after each fight (i found out how to stop that) which makes them have to use your stimpacks 100% time if the companion is wounded, I want them to share 100% of the ammo you find on your adventures depending on what weapon you have your companion using at that moment. so im trying to take away companion auto health regen after fights, unlimited magic ammo. Any help or suggestion will be much appreciated. Link to comment Share on other sites More sharing options...
rickerhk Posted February 15, 2011 Share Posted February 15, 2011 The VNPCFollowersQuestSCRIPT does it. Though i'm not sure where bWeaponCheck == 1 gets set. ...snip BEGIN GameMode ; JSH 11.15.10 - Cleanup script if the player somehow acquires a companion's weapon and/or ammo. if (Player.GetItemCount NVCompanionWeapons > 0) Player.RemoveItem NVCompanionWeapons 100 1; Player.RemoveItem AmmoCompanion 100 1; endif ; JSH 11.15.10 - Restore a companion's weapons if they somehow lose them and they're not confiscated. if (vDialogueTops.PlayerFrisked == 0) && (VMS18.bPlayerFrisked == 0) && (vDialogueGomorrah.iInGomorrah == 0) && (GetQuestRunning FortEquipmentConfiscationQuest == 0) && (bWeaponCheck == 1) if (CraigBooneREF.GetItemCount NVBooneWeapons < 2) CraigBooneREF.AddItem NVBooneWeapons 1; CraigBooneREF.AddItem AmmoCompanion 1; endif if (ArcadeREF.GetItemCount NVArcadeWeapons < 2) ArcadeREF.AddItem NVArcadeWeapons 1; ArcadeREF.AddItem AmmoCompanion 1; endif ...snip Link to comment Share on other sites More sharing options...
joareth Posted February 15, 2011 Author Share Posted February 15, 2011 thanks i found a work around instead of deleting the weapons i just made them use regular ammo like any other weapon in the game instead of the unlimited ammo :P Link to comment Share on other sites More sharing options...
joareth Posted February 15, 2011 Author Share Posted February 15, 2011 (edited) ;x Edited February 15, 2011 by joareth Link to comment Share on other sites More sharing options...
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