DeanContreras Posted June 25, 2011 Share Posted June 25, 2011 So i have this mod called Better Weapons Companions, in wich i give companions better weapons, but i wanna give Boone an Anti-Material Rifle, i wanna give Cass a Brush Gun and i wanna give Arcade a Gaus Rifle, now those weapons are way too strong for me to give them when you get a chance to recruit them so i was thinking about giving them after completation of their personal quests, except for Arcade, in his case i would probably have to make another quest for him, but anyway i was wandering if anyone can teach me how to give them better weapons at the end of their personal quests? i would be sure to give that person credits if i succeded. :) Link to comment Share on other sites More sharing options...
ean511 Posted June 25, 2011 Share Posted June 25, 2011 I'm guessing you need to open the companion's respective quests. Then in the 'Quest Stages tab', add the 'additem' command to the result script of the 'completed' quest stage. So for Cass for example, go to the 'Heartache by the Numbers' quest, and on stage 100, add this to the result script. RoseOfSharonCassidy.additem WeapNVBrushGun 1 RoseOfSharonCassidy is Cass's reference ID, additem is the command, WeapNVBrushGun is the rifle you want to give her, and '1' is how many of that rifle the game's gonna add. Tell me if it works! :D Link to comment Share on other sites More sharing options...
DeanContreras Posted June 26, 2011 Author Share Posted June 26, 2011 I'm guessing you need to open the companion's respective quests. Then in the 'Quest Stages tab', add the 'additem' command to the result script of the 'completed' quest stage. So for Cass for example, go to the 'Heartache by the Numbers' quest, and on stage 100, add this to the result script. RoseOfSharonCassidy.additem WeapNVBrushGun 1 RoseOfSharonCassidy is Cass's reference ID, additem is the command, WeapNVBrushGun is the rifle you want to give her, and '1' is how many of that rifle the game's gonna add. Tell me if it works! :D That was the first thing i tried and it didn't work Link to comment Share on other sites More sharing options...
Douchehat Posted July 21, 2011 Share Posted July 21, 2011 Even if it did, wouldn't he need to make special versions of said guns that run on the companion's magic unlimited ammo so that they could use them? Link to comment Share on other sites More sharing options...
DeanContreras Posted August 7, 2011 Author Share Posted August 7, 2011 @DouchehatObviosly i changeg the weapons to be better than the original Anti-Material Rifle and to use companion ammo Link to comment Share on other sites More sharing options...
Glenstorm Posted August 7, 2011 Share Posted August 7, 2011 @DouchehatObviosly i changeg the weapons to be better than the original Anti-Material Rifle and to use companion ammo Remove their present (magic ammo) weaponry at the same time as adding the new ones. Link to comment Share on other sites More sharing options...
DeanContreras Posted August 8, 2011 Author Share Posted August 8, 2011 Remove their present (magic ammo) weaponry at the same time as adding the new ones. You mean like : CraigBoone.removeitem (boone's rifle id) 1CraigBoone.additem (boone's amr id) 1 Didn't thought in that.I'll give it a try and then say if it works or not Link to comment Share on other sites More sharing options...
DeanContreras Posted August 8, 2011 Author Share Posted August 8, 2011 QuoteRemove their present (magic ammo) weaponry at the same time as adding the new ones. You mean like : CraigBoone.removeitem (boone's rifle id) 1CraigBoone.additem (boone's amr id) 1 Didn't thought in that.I'll give it a try and then say if it works or not Didn't work :wallbash: I'll ask in the bethesda official forums, see if they can explain me how to do it Link to comment Share on other sites More sharing options...
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