SovietSailor Posted December 3, 2017 Share Posted December 3, 2017 So, for instance. I'm trying to replace Kellogg's Revolver with That Gun, but looking through the GECK Kellogg doesn't actually seem to have it in his inventory during the quest when you kill him; instead, it looks like Unique weapons like that are handled entirely differently from standard weapons. Any ideas? Link to comment Share on other sites More sharing options...
SKKmods Posted December 3, 2017 Share Posted December 3, 2017 (edited) Look at his quest MQ106 Reference Alias Kellogg script MQ106KelloggScript: Self.GetActorRef().EquipItem(p44, abPreventRemoval=True) Dunno how the unique/legendary mods become attached to the base 44 object though. Running a parallel quest and script that removes p44 and replaces it with something else @stage 300 is no problem some how to code here. Edited December 3, 2017 by SKK50 Link to comment Share on other sites More sharing options...
ThoraldGM Posted December 4, 2017 Share Posted December 4, 2017 Legendary weapons are literally built from the ground up. The weapon is spawned on the ground, omods are added in Frankenstein fashion, then completed weapon is moved from ground to owner. Look for AspirationalItems quest/script in CK. Link to comment Share on other sites More sharing options...
SKKmods Posted December 4, 2017 Share Posted December 4, 2017 Thing is I couldn't find an .AttachMod() script that modifies the base p44 for kellogg. As well as scripting the omod legendary attach you can also hardcode them (or any mod_) into a new base weapon using the [Object Template] button, but that's not the case for Kellogg as property p44 points to the vanilla WEAP form. Link to comment Share on other sites More sharing options...
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