FO3Obo Posted December 14, 2019 Share Posted December 14, 2019 This is mainly a question on "how to," I suppose. Currently, equipping settlers with upgraded weapons as opposed to pipe weapons means that you have to trade ammo to them or use a batch file to additem ammunition into their inventories. And to do so without worrying about what ammo they have for these weapons, it's usually best to give them all of the ammo types. There are published batch files that do this, such as Apothetic's Settlers Ammo (https://www.nexusmods.com/fallout4/mods/38333?tab=description), but these require console commands issued on each settler; doable, but tedious. What I'm wondering is this: is it possible for the Sole Survivor to craft an item that, when traded to a settler and equipped, gives multiple ammo types to that NPC so the player doesn't have to worry about what weapon to issue? As I think about it, it could be a wearable item like an ammo pouch (using the mesh from the junk item) requiring cloth, ballistic cloth and ammo (or the components thereof) to create. Would this item be able to essentially count as multiple ammo types, or confer a script to do the additems? I'll be trying it now with FOEdit, but I've never really done this before, so would anyone have any pointers? Or has it already been done before and I can't see it? Thanks much. Link to comment Share on other sites More sharing options...
markusm1000 Posted December 16, 2019 Share Posted December 16, 2019 Sure, you can attach a script to a piece of clothing you create, but why so comlicated? Just put one piece of each ammotype you want in the inventory of the settlertemplate.You have two types of settlers: EncWorkshopNPCMaleFarmer01Template and EncWorkshopNPCMaleGuard01Template, so you can even use two different sets of ammo. Link to comment Share on other sites More sharing options...
FO3Obo Posted December 16, 2019 Author Share Posted December 16, 2019 Ah. Wasn't aware of this. Editing the templates' inventories would be easier, to be certain. I was hoping for something I could craft in game, but if it can be done at the template level, that works too. Thanks. Link to comment Share on other sites More sharing options...
markusm1000 Posted December 16, 2019 Share Posted December 16, 2019 You make an item with an attched script. You make a recipe for that item. You make it craftable at a workbench. Ingame you craft that item for every settler, give it to him, what means you have some hundred more items to handle by the engine with some hundred running scriptinstances, which are baked into your savegame with all ist problems. A giant waste of resources for a little bit Immersion, but at least a cheat. OR You make a little edit to a template. Link to comment Share on other sites More sharing options...
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