Kolaris Posted May 25, 2016 Share Posted May 25, 2016 Right now I have a series of perks that modify gun spread, attack speed, and reload speed based on weapon condition. Everything's working great. I want to apply the same effects to NPCs. I know I can't give them perks, and I can't accomplish the same things with actor effects. Can I manage it with scripting? I'm not asking for a guide, just whether or not it's possible and I can get to work. Link to comment Share on other sites More sharing options...
Ladez Posted May 25, 2016 Share Posted May 25, 2016 Not possible as far as I'm aware. Characters don't have these kinds of stats attached to them. :confused: Perk entries are a workaround for this with certain stats, but it only works for the player and companion characters. They can't be manipulated with scripts or actor effects either. Link to comment Share on other sites More sharing options...
Kolaris Posted May 25, 2016 Author Share Posted May 25, 2016 (edited) Interesting. Thanks for the reply. That surprises me actually. So when an NPC uses a weapon, the only thing influencing it is their weapon skill? What about ammo? Don't they have an infinite, invisible ammo type, or do they just not use any at all? EDIT: Nope, again only companions uses ammo. Well, I'm running out of ideas here. I was wondering why there were no mods that tried to accomplish these things, I'm starting to understand. Edited May 25, 2016 by Kolaris Link to comment Share on other sites More sharing options...
Ladez Posted May 25, 2016 Share Posted May 25, 2016 Their skill and whatever stats the weapon might have. As for ammo consumption, it is my understanding that no ammo is consumed by NPCs as long as the NPCs use ammo flag is not checked on a weapon. Companions do in fact have an infinite invisible ammo type called magical companion ammo that they use for their default weapons, but you have to provide them with ammo if you give them a new weapon. I'm not sure exactly how this system works. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted May 29, 2016 Share Posted May 29, 2016 the only work around i could see for this is to (via script) give level-listed, unplayable weapons with better stats to the NPCs in-game to simulate that they have better condition guns. it would be a LOT of work, but i can't think of any other way to do what youre wanting to do. the magical companion ammo system works because their default weapons (say boones rifle for instance) is set to use CompanionAmmo rather than .556. It is an unplayable weapon, so it ends up working out. If you give him an actual, playable weapon in-game, it will require ammo. NPCs that are not in your party don't. Link to comment Share on other sites More sharing options...
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