Fr3nchyfier Posted April 24, 2012 Share Posted April 24, 2012 Alright, I've been at this for 2 hours trying to add a Quest Script that adds 3 (Read: 3 Weapons. Only 3.) PNx Items to the Holdout list. I'm new to scripting and have a little experience with the GECK. Uploaded 2 custom mods before. Anyway, this is what I have so far: Scn JLPNxHoldoutScr BEGIN GameMode AddFormToFormList NVHoldoutWeapons PNxYWeapEMP AddFormToFormList NVHoldoutWeapons PNxYWeapHFP AddFormToFormList NVImprovedHoldoutWeapons PNxYWeapEMP AddFormToFormList NVImprovedHoldoutWeapons PNxYWeapHFP AddFormToFormList NVImprovedHoldoutWeapons PNxEWeapInfiltrator StopQuest PNxHoldoutList END Only problem is it adds the infiltrator to the list without adding the 2 Other Entries, the Emitter implants' Throwable Weapons, to the list so they won't be taken!What am I doing wrong?Oh, forgive me for any bad grammar, I get scatterbrained easily and what I write often becomes absolute gibberish. Link to comment Share on other sites More sharing options...
pintocat Posted April 24, 2012 Share Posted April 24, 2012 I updated my post in your mod thread. I did test my updated one really quick, with a cosmic knife from Dead Money. Also, Here's my little sample esp. http://dl.dropbox.com/u/1016838/PN%20Holdouttest.esp Link to comment Share on other sites More sharing options...
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