markyrocks Posted September 18, 2018 Share Posted September 18, 2018 So as is tradition I'm back more questions. Lol Ok so I'm scripting to mod robots. If I attached a weapon mod to them using .attachmod() Ada wouldn't use the weapon. So I experimented and found the actual weapon added in the variables and pushed the weapon to Ada inventory using .additem() and equipped it using .equip(). This works for some of the weapons not all. Which is strange, I'd say its probably 50/50... it seems like the majority of the weapons that dont work are race specific like cryo/flamer for protectron, smoke for robobrain. I haven't tested every weapon but I know some of the race specific weapons actually work. I was originally thinking that I was stacking items in their inventory and they were just picking the highest damage weapon and equipping it. Then I tested adding in ref.removeitem((ref as actor).getitemweapon(0)) that seemed to actually remove whatever equipped weapon. But the weapon I tested it on still didn't work...thoughts? As far as the robot inventory. Ada and automatons specifically. If I look at Preston garvey or mainly any companion actor form. Their default weapon is in there inventory. The automatron has nothing. Ada has 2x default weapons. She uses the inventory of dlc01Lcharcompworkbenchbot. This is obviously an lchar list. Where on this list would I find inventory information using the ck? Do I need to use a different program to see this information like f04edit? Theres only one other actor form on the list and that's dlc01compworkbenchbot that inventory is also empty. I guess that's all for now. My mind is blown. Thanks guys, I know I'm a pita. Link to comment Share on other sites More sharing options...
markyrocks Posted September 19, 2018 Author Share Posted September 19, 2018 I've come to the conclusion that the issue with half of the robot weapons has to be either hardcoded or theres some type of keyword association that I'm not seeing. Long story short I can get I can get the robot to fire a gamma cell out of a laser gatling gun but no matter what I do I can't get the robot to fire a actual gamma gun designed for the robot... My plan to solve the issue is to remake the broken forms. All the robot weapons are actually invisible so it's not going to be terribly difficult. The meshes for the weapons actually live on the mod itself. It's just very frustrating... Link to comment Share on other sites More sharing options...
markyrocks Posted September 20, 2018 Author Share Posted September 20, 2018 This is all sorted. The conclusion is some of the weapons or just broken or theres corresponding code or forms that are just missing. Most likely due to some update or lack thereof. I managed to get the automatron to use the weapons by spawning him in with weapons in his inventory...I have no idea why that makes a difference but apparently it does bc it literally fixed the entire issue. I've remade most of the weapons in question. The weapons I've made are all working. I'd still love to know where the mods and default weapons information is stored for ada. But it's not necessary at this point. Link to comment Share on other sites More sharing options...
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