Deleted27978865User Posted May 19, 2016 Share Posted May 19, 2016 I've searched for an answer to this and every answer I find doesn't work. So hopefully a scripting guru will jump on this and solve my problem. I'm creating a mod that (in part) alters all the damage, range, and more, of all the weapons in the game since I'm tired of shooting something/someone in the face 100 times at point blank range without any result. :mad: Or, being able to snipe somebody a 1000 meters out with a 10mm pistol. That's not realistic at all. :laugh: This mod will also add a selection of lore friendly weapons (atomic punk and some diesel punk inspired, period correct), and a specific selection of weapons used in previous Fallout games. I've created or ported a number of weapons already, and none of them are showing up on Vendors or NPCs. I've chosen to use scripting as the way to introduce these weapons into Fallout 3. As an example, in the linked pics I'm using a Type 50 Submachine Gun, which was used by the Communist Chinese after WWII. All of the weapons I've made that are full-auto capable (such as the T-50 and City-Killer Combat Shotgun - Terrible Shotgun, too) work perfectly with other mods, such as JIP Selective Fire. The same goes for single-shot weapons, such as rifles and pistols. But I can't get any of them to propagate into Vendor inventories or into encounters with NPCs. I've tried using it as an esp, and an esm. Nothing! The scripting is good, or else GECK wouldn't let me save it. Here's the relevant code I've used thus far. (using the T-50 as my example). Click Here And here are a few screenshots in an album showing JIP-SF working just fine, and the T-50 in action on full-auto. Click Here Hope somebody can help because this is driving me NUTS! :confused: Link to comment Share on other sites More sharing options...
RoyBatterian Posted May 19, 2016 Share Posted May 19, 2016 Well they will only show up in vendors/npc's that pull from those lists. Also remove the condition argument, that might be causing the problem. Something to note is using AddFormToFormList, AddItemToLeveledList will get baked into a save and people won't be able to remove your mod. FOSE doesn't seem to have the support NVSE got so there is no clean way via script. Better to just do them as normal in a non scripted way. There are separate lists for Raiders, SuperMutants, Enclave, Talon as well as vendor lists. Keep in mind that when selecting items for NPC's from leveled lists from actor templates that it's based on *their* level and not the players. The quirk here is the Players level is used to select the NPC level, then the NPC level is used to select the gear loadout. I don't know if that's documented anywhere actually... I should put that on the GECK wiki one of these days. Link to comment Share on other sites More sharing options...
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