DankRafft Posted May 26, 2019 Share Posted May 26, 2019 I'm currently tinkering around with LegendaryItemQuest but I have pretty much no experience with quest mechanics. As far as I understand it the quest runs once when a new game is started and the scripts properties get baked into a save. It isn't possible to alter any defined script properties or add new ones in an already active game. Is this correct so far? I want to be able to switch between different property entries by using a holotape. The base option would be to use the vanilla entries. Another option should contain the vanilla entries and some custom legendary effects. Would it be possible to remove the script and instead attach it as a fragment to different quest stages while each stage has different properties defined? The holotape would control the quest stages. But would changing a quest stage also load in the correct properties? Link to comment Share on other sites More sharing options...
McSchemes Posted November 5 Share Posted November 5 Crud... seeing as you didn't get far in terms of replies with this i guess my recent post is toast... I would love a mod that makes it easy for users to add homebrew effects into the legendaryitemquest - "legendary effect drop pool" that actually works. sigh. love your mods. Link to comment Share on other sites More sharing options...
DankRafft Posted November 6 Author Share Posted November 6 The process I use for my mod LEO does exactly that but right now I wouldn't call it "easy to use" for beginners because it is specifically tailored around my or the mod's needs back when I worked on it. It always involves understanding what the code does and how to alter data structures within the script properties and add new entries to them with FO4Edit. Link to comment Share on other sites More sharing options...
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