amokrun1 Posted January 8, 2019 Share Posted January 8, 2019 I always thought it strange how modding the Cryolator required no perks. You can be an INT1 buffoon but still be able to modify a unique pre-war ice gun using resources of the same complexity as energy weapons. So, I thought it would be different to instead of just implementing a Science! perk requirement, to require a Vault-Tec Lab Coat instead. In order to mod the gun, you'd need to be wearing the lab coat, or at least have it in your inventory. Is this at all possible? Link to comment Share on other sites More sharing options...
Omegacron Posted January 10, 2019 Share Posted January 10, 2019 It may be possible, but it would probably require a complicated combination of scripting & mod items. The perk requirement is far easier to implement. Link to comment Share on other sites More sharing options...
amokrun1 Posted January 11, 2019 Author Share Posted January 11, 2019 Ah ok, thanks. Beyond my current ability, sadly. Link to comment Share on other sites More sharing options...
baloney8sammich Posted January 14, 2019 Share Posted January 14, 2019 I know this isn't very helpful, but I swear I came across a mod recently that did something similar. It required you to have a particular item in your inventory (or maybe equipped) or the recipe wouldn't show up at all in the workbench. If I come across it again I'll let you know. Link to comment Share on other sites More sharing options...
amokrun1 Posted January 14, 2019 Author Share Posted January 14, 2019 I know this isn't very helpful, but I swear I came across a mod recently that did something similar. It required you to have a particular item in your inventory (or maybe equipped) or the recipe wouldn't show up at all in the workbench. If I come across it again I'll let you know.Yes, that's the idea. In theory it must be possible as I remember using a mod in New Vegas that required you to have a skill book in your inventory to acquire a certain perk. Not the same but not a far stretch either. Thanks, please let me know if you remember what it is. Link to comment Share on other sites More sharing options...
amokrun1 Posted January 14, 2019 Author Share Posted January 14, 2019 So I found out how to do it by watching a video by Elianora she made for the same idea in Skyrim. This prevents the mods from showing at the workbench if you do not have the item in your inventory, now I just need to see if it's possible to make it so you need to actually have the item equipped. If anyone else is interested: Link to comment Share on other sites More sharing options...
Deleted49413338User Posted January 15, 2019 Share Posted January 15, 2019 (edited) add a condition just like you would a perk. Create a unique keyword and add it to the labcoat . Equal to 1.0000Worn has keyword(add keyword) Or Equal to 1GetItemEquipped(reference ID of Labcoat) I didn't watch the video sry if this is already in there. Edited January 15, 2019 by Guest Link to comment Share on other sites More sharing options...
amokrun1 Posted January 15, 2019 Author Share Posted January 15, 2019 add a condition just like you would a perk. Create a unique keyword and add it to the labcoat . Equal to 1.0000Worn has keyword(add keyword) Or Equal to 1GetItemEquipped(reference ID of Labcoat) I didn't watch the video sry if this is already in there.Yes, right after my last post I looked through the menu with HasPerk in it and found the GetEquipped option, worked lika a charm, truly elated! But keywords I need to practice with. In your first suggestion, what do I need to expand for adding a unique keyword? Link to comment Share on other sites More sharing options...
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