Crosstieger Posted June 11, 2016 Share Posted June 11, 2016 I successfully created a perk that lets you press the R-Key on you companion. http://tm-kirsche.square7.ch/fallout.png When you press the R-Key, the game should equip an item, in this case a "Doctors Bag", to the npc. I achieved the option to press the R-Key by adding a "Entry Point" to my perk with the following values: Please ignore the "Papyrus Fragment" for now. http://tm-kirsche.square7.ch/entrypoint.JPG Now, to be able to equip the item I created a Papyrus fragment script. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment Scriptname Fragments:Perks:PRKF_DocBagCompanionHeal_0100266B Extends Perk Hidden Const ;BEGIN FRAGMENT Fragment_Entry_00 Function Fragment_Entry_00(ObjectReference akTargetRef, Actor akActor) ;BEGIN CODE ;Debug.Notification(GetTargetActor) Game.GetPlayer().EquipItem(DoctorsBag) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment MagicEffect Property DocBag_MagicEffect Auto Const {Provides the script with the DocBag's magic effect} Potion Property DoctorsBag Auto Const {The DoctorsBag item} Keyword Property DocBag_Keyword Auto Const {Provides the keyword "PlayerCanStimpak"} The important part is between the tag ;BEGIN CODE and ;END CODE. The rest was created automatically by the ck. My problem is: I don't quite know how to add the item to the targeted npc. Right now, the item will be equipped on the player - which works very well. As far as I understand the ck wiki, "ObjectReference akTargetRef" refers to the npc, but I don't understand how I should use this information... http://www.creationkit.com/fallout4/index.php?title=Perk_Fragments Thanks in advanced. Link to comment Share on other sites More sharing options...
Recommended Posts