Deleted2948850User Posted December 14, 2015 Share Posted December 14, 2015 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 theirinventory 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 More sharing options...
Deleted2948850User Posted December 16, 2015 Author Share Posted December 16, 2015 Really? No one dabbled in this or came across anything? =/ Link to comment Share on other sites More sharing options...
Kingcato Posted December 16, 2015 Share Posted December 16, 2015 (edited) 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 December 16, 2015 by Kingcato Link to comment Share on other sites More sharing options...
Deleted2948850User Posted December 16, 2015 Author Share Posted December 16, 2015 (edited) I've come that far as well, but their inventories on the character form doesn't show everything they're supposed to have (as faras 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 December 16, 2015 by Guest Link to comment Share on other sites More sharing options...
Kingcato Posted December 16, 2015 Share Posted December 16, 2015 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]recycleactormoveto 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 More sharing options...
Deleted2948850User Posted December 16, 2015 Author Share Posted December 16, 2015 Nice to know it auto adds the companion ammo, thanks! Gonna test if this still holds up whenyou add a custom companion weapons + ammo =] I do hope this isn't script governed though.. Link to comment Share on other sites More sharing options...
Kingcato Posted December 16, 2015 Share Posted December 16, 2015 Nice to know it auto adds the companion ammo, thanks! Gonna test if this still holds up whenyou 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 More sharing options...
Kingcato Posted December 17, 2015 Share Posted December 17, 2015 Yea I got it ! The "Ammo use" is on the Weapon itself,- No scipt,- No special ammo.It's kinda hidden in a yet 'Unknown' Block under DNAM - Data.Add 12 there to make a weapon use no ammo: Link to comment Share on other sites More sharing options...
Deleted2948850User Posted December 17, 2015 Author Share Posted December 17, 2015 (edited) 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 December 17, 2015 by Guest Link to comment Share on other sites More sharing options...
Kingcato Posted December 17, 2015 Share Posted December 17, 2015 (edited) 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's00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Hancock's00 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's00 00 00 00 00 00 00 00 00 00 00 00 00 01 52 00 McCready's02 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's00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Danse's00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00 Ingram's01 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's00 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's00 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 December 17, 2015 by Kingcato Link to comment Share on other sites More sharing options...
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