WastelandRedneck Posted April 22, 2011 Share Posted April 22, 2011 Ive been digging for hours trying to find the script or anything that makes Sunny Smiles give the player the Varmint Rifle for the shooting tutorial. I would be grateful if someone could point me in the proper direction. Link to comment Share on other sites More sharing options...
majinshinsa Posted April 22, 2011 Share Posted April 22, 2011 Quest VCG02Conversation tab -> VCG02SunnyBark -> Result script for the first conversation if (GetStage VCG02 < 20) SetStage VCG02 20 ; stop the patrol if it isn't already SunnyREF.ResetAI endif SetObjectiveCompleted VCG02 5 1; SetObjectiveDisplayed VCG02 10 1; ;Enable Parent. VCG02BottleMarkerREF.Enable; if (Player.GetItemCount WeapNVVarmintRifle == 0) player.additem condnvvarmintrifleloot 1 endif Player.AddItem Ammo556mm 30 player.equipitem weapnvvarmintrifle SetStage CGTutorial 60 All of the starting quests are under VCG (Vegas Char Gen) in case you wanna change what doc gives you or things of that nature Link to comment Share on other sites More sharing options...
WastelandRedneck Posted April 22, 2011 Author Share Posted April 22, 2011 (edited) All of the starting quests are under VCG (Vegas Char Gen) in case you wanna change what doc gives you or things of that nature Thank you, thank you, thank you! I never would have found that on my own. :confused: I had previously looked for Doc's scripts to do just that but found it was easier to just modify the Caravan Pack script. 100% being that it was a hell of a lot easier to find that script than these! But now that I know what to look for and where I can do what I had originally intended in the way I intended. :) Thanks again! Edited April 22, 2011 by WastelandRedneck Link to comment Share on other sites More sharing options...
WastelandRedneck Posted April 22, 2011 Author Share Posted April 22, 2011 Ok so I use another mod that modifies the exact same script as the one I need to in my mod. My mod changes the weapon in the above script, the other changes the ammo type. I have tried loading mine last but it still doesnt work exactly as intended. (Custom skin does not show even though the item bears the custom name and stats.) Is it possible to make these two mods play nice without too much trouble? I was thinking I could just snip out the weapon reference in the other mod's script and be set. Link to comment Share on other sites More sharing options...
majinshinsa Posted April 22, 2011 Share Posted April 22, 2011 you could do that. if your mod is last in the loadline then yours should override anything that a previous mod has in that part. have you used the weapon without the script adding it? see if the weapon is messed up there (use the player.additem console command to test it out) if its messed up there you must have messed something up with the weapon your trying to use. Link to comment Share on other sites More sharing options...
WastelandRedneck Posted April 22, 2011 Author Share Posted April 22, 2011 (edited) Yeah looks like I forgot to add the texture to all the 1st person statics. :wallbash: Working fine now, thanks for the help! Edited April 22, 2011 by WastelandRedneck Link to comment Share on other sites More sharing options...
Recommended Posts