Jump to content

[Help needed] Companion Inventory forms


Deleted2948850User

Recommended Posts

Heya folks,

 

I'm trying to locate the inventory forms for companions so I can edit their default weapons (and corresponding ammo),

maybe even to make it so they don't use ammo at all even with given weapons. But I haven't had any luck finding their

inventory forms. If anyone has anything to point me in the right direction, this would be much appreciated =]

 

 

Ps: I've already gone through the container category, but no luck so far.

Link to comment
Share on other sites

Fallout4.esm \ Non-Player Character (Actor) \

 

You find all the followers in there + Personal weapons 'n stuff.

 

The Inventory is on the Actor itself. Like on 00019FD9 <PrestonGarvey> you find his Items like CompPrestonLaserMusket "Preston's Laser Musket" [WEAP:00062AA6]

As far as i know these "Personal Weapons" have something like a "no Ammo" Atribute but havent looked into that.

 

You're welcome.

Edited by Kingcato
Link to comment
Share on other sites

I've come that far as well, but their inventories on the character form doesn't show everything they're supposed to have (as far

as I can tell). As for their personal weapons, they do use ammo but an unplayable variant that's only used by their weapons.

 

Maybe there's more to their inventories that's scripted or something..

 

Thanks for the help though =]

Edited by Guest
Link to comment
Share on other sites

Ok i did some testing on this.

 

Modding the inventory of the Companion Reference dont work at all if you hired the companion already. I think this Data just gets overwritten by the newer Data from your Savegame.

 

I modded Strong's inventory and gave him McGready's Rifle. My original Strong follower still had his unmodded inventory.

So i recycled him:

 

[0003F2BB]

recycleactor

moveto player

 

He was completely naked but i checked his inventory (0003F2BB.showinventory) and he had McCready`s rifle and his standard armor.

The System also automaticly added 2 Ammo for the Rifle (The invisible companion-type Ammo). And yes he had unlimited ammo.

 

Seems like the system does that automaticly for companion-type weapons. He never lost his 2 Ammo.

Link to comment
Share on other sites

Nice to know it auto adds the companion ammo, thanks! Gonna test if this still holds up when

you add a custom companion weapons + ammo =] I do hope this isn't script governed though..

 

yeah it does that for every weapon though. I think the ammo add is a script.

 

But I tested it with copy's of McCreadys Rifle / Ammo and it worked too!

So it cannot be the autoadd that makes the weapon not loose ammo. It even adds the wrong ammo type for the weapon (the companion .308 not my copy .308).

Link to comment
Share on other sites

I think I've found what gives their default weapons infinite ammo. There's two things, in the companion ammo itself the 1st two digits of the 2nd DNAM line (unknown variable) is always two more than their normal ammo counterpart (i.e. 1st two digits of 10mm = 04, 1st two digits of comp10mm = 06). Second, the companion weapons also refer to a leveled item form of their ammo (Companion_LL_Ammo_[ammo type]) which as far as I can tell give two of the ammo starting at level 1 and keeps checking if there's always two present.

 

These could be used as a template if you want to add a custom companion weapon (i.e. a plasma rifle) to one of the companion inventories. Very useful data for changing their default weapons =]

 

There's still one thing that bothers me though, how do other NPC's such as settlers make use of an infinite ammo pool? They don't have companion weapons..

 

 

Edit: Awesome! I hadn't even seen the pic you posted (hadn't loaded yet). Still doesn't explain the NPC part though(?)

 

 

Edit2: Hmm.. Not all companion weapons have a 12 in that line..

Edited by Guest
Link to comment
Share on other sites

Edit: Awesome! I hadn't even seen the pic you posted (hadn't loaded yet). Still doesn't explain the NPC part though(?)

 

What do you mean by the NPC part? My Strong fires his new Minigun like there is no tomorrow ^^

 

Edit2: Hmm.. Not all companion weapons have a 12 in that line..

 

Yes, thats why i said ADD 12. The Laser rifle has a 40 there. So it would be 52 for the Laser Rifle ( Hunting Rifle ^^ )

 

Heres what i checked compared to the normal counterpart:

 

00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Cait's

00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Hancock's

00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 Normal

 

00 00 00 00 00 00 00 00 00 00 00 00 00 01 52 00 Deacon's

00 00 00 00 00 00 00 00 00 00 00 00 00 01 52 00 McCready's

02 00 00 00 00 00 00 00 00 00 00 00 00 01 40 00 Normal

 

00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Curie's

00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Danse's

00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Ingram's

01 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 Normal

 

00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Piper's

00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 Normal

 

00 00 00 00 00 00 00 00 00 00 00 00 08 01 12 00 Preston's

00 00 00 00 00 00 00 00 00 00 00 00 08 01 00 00 Normal

 

 

Dont know about the Red`s - Tested Laser Rifle without the 01 at the beginning and worked fine.

Edited by Kingcato
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...