orangedemi Posted July 5, 2012 Share Posted July 5, 2012 so in attempt to force equip an armour on a companion i tryed to alter a script luthienanarion made me scn equipcompanionscriptname ref playerteammate begin scripteffectstart set playerteammate to OpenTeammateContainer actor.additem armoritem 1 1 actor.additem helmetitem 1 1 actor.equipitem armoritem 1 1 actor.equipitem helmetitem 1 1 end it doesnt look right to me, would this even work? Link to comment Share on other sites More sharing options...
viennacalling Posted July 5, 2012 Share Posted July 5, 2012 Assuming that OpenTeammateContainer, armoritem, and helmetitem are placeholders for the real form IDs it looks plausible. Link to comment Share on other sites More sharing options...
orangedemi Posted July 5, 2012 Author Share Posted July 5, 2012 armoritem and helmet item are placeholders, but openteammatecontainer isnt. i want this to work on all teammates i was planing to have a stim the targets rather than casts on self and equips the armor on the target Link to comment Share on other sites More sharing options...
viennacalling Posted July 5, 2012 Share Posted July 5, 2012 Stepping back and looking at this in general terms, what is happening? The player is using this ingestible and the result is the player's teammate(s) having to wear a helmet and armor? Link to comment Share on other sites More sharing options...
orangedemi Posted July 5, 2012 Author Share Posted July 5, 2012 (edited) yeah, basically i want it to be used on the companion. thus forcing them to were the suit and helm. (or at least add it to thier inventory)it might be easier to make a single or multi-use stim weapon. but weapon coding is beyond me (infact most geck code is beyond me atm >.>) its for my werewolf suit mod. Edited July 5, 2012 by orangedemi Link to comment Share on other sites More sharing options...
viennacalling Posted July 5, 2012 Share Posted July 5, 2012 Well, it's going to be difficult until you have a better feel for the Geck. I'll bow out but I'll leave these two script examples here. They are rough starting points and are not meant as final implementations. This is a script attached to a miscellaneous item. When this item is placed on an NPC, it gives them Arcade Gannon's family power armor and helmet and makes them wear it. Adding it to any other container will probably cause a crash: ScriptName FunnyHatTokenScript ref funnyHatWearer Begin GameMode Set funnyHatWearer to GetContainer funnyHatWearer.AddItem ArmorGannonTeslaHelmet 1 1 funnyHatWearer.EquipItem ArmorGannonTeslaHelmet 1 1 RemoveMe End This is an effect script that I placed on a normal ammo type (definitely don't do that, create a new ammo type inistead). When an NPC is hit by the ammo again they get Arcade Gannon's family power armor and helmet and are made to wear it. ScriptName GrandPrizeWinnerEffectScript Begin ScriptEffectStart AddItem ArmorGannonTesla 1 1 AddItem ArmorGannonTeslaHelmet 1 1 EquipItem ArmorGannonTesla 1 1 EquipItem ArmorGannonTeslaHelmet 1 1 End Link to comment Share on other sites More sharing options...
orangedemi Posted July 5, 2012 Author Share Posted July 5, 2012 that second one is genius, thank you so much for your time viennacalling. Link to comment Share on other sites More sharing options...
luthienanarion Posted July 5, 2012 Share Posted July 5, 2012 (edited) The only way I know of to make an ingestible have an effect on companions would be to use NVSE and do a ref-walk checking all NPCs in the cell for the GetPlayerTeammate condition. scn companioningestiblescript ref currentactor ref companionactor begin scripteffectstart set currentactor to getfirstref 42 1 0 label 10 if(currentactor) if(currentactor.getplayerteammate) set companionactor to currentactor currentactor.additem helmetitem 1 1 currentactor.additem armoritem 1 1 currentactor.equipitem helmetitem 1 1 currentactor.equipitem armoritem 1 1 return endif set currentactor to getnextref endif set companionactor to 0 end begin scripteffectfinish if(companionactor) companionactor.unequipitem helmetitem 0 1 companionactor.unequipitem armoritem 0 1 companionactor.removeitem helmetitem 1 1 companionactor.removeitem armoritem 1 1 endif end In this script, you can set a duration for the ingestible effect and it will remove the items after the duration. If you want the effect to be permanent, just remove the ScriptEffectFinish block. The best non-NVSE method would be an ammo effect script like viennacalling mentioned. Edited July 5, 2012 by luthienanarion Link to comment Share on other sites More sharing options...
orangedemi Posted July 5, 2012 Author Share Posted July 5, 2012 (edited) luth you are a saint,seriously i should have just pmed you >.> but this does bring up a interesting predicament, do i make it compatible with vanilla fallout or force users to use nvse.altho the ammo technique seems the simplest to and has more control on who you infect. but would need is an 'injection gun" infection ammos for all the werewolf 'variations' , a cure all ammo, an ammo type list for the gun, and recipe lists for the ammo. then the ingestible would be the longest code and require nvse, plus would only infect your followers, but only would need stims for the variants and crafting recipes... i guess it boils down to wether playing an animation just after equip requires nvse or not Edited July 5, 2012 by orangedemi Link to comment Share on other sites More sharing options...
orangedemi Posted July 6, 2012 Author Share Posted July 6, 2012 (edited) so i attempted the impact script option, im not sure what i have to add to this code but it doesnt work. scn infectammoblack Begin ScriptEffectStart AddItem wereb2 1 1 AddItem wereh2 1 1 EquipItem wereb2 1 1 EquipItem wereh2 1 1 End im not sure if the weapon needs to do any damage or not in order for it to activate. or if i have to create an ammo effect.i realize veinnacalling said it wasnt plug and play, i thought he meant only the scn and item ref ids needed to be changed.. should i add 'ref actor' and actor.additemxxxxx ? Edited July 6, 2012 by orangedemi Link to comment Share on other sites More sharing options...
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