jonsangels Posted February 23, 2021 Share Posted February 23, 2021 I'm in the process of making my own overhaul of the Handmade Gun, so that it's carried by raiders, supermutants, and readily available throughout the commonwealth. As a part of the overhaul, I have also created the Faulty Handmade Gun, an inferior version of the original rifle. With the addition of the proper mod, the faulty version will be replaced with the original version. I have a working script; however, the script often replaces the faulted version with a modified Handmade Gun, such as with a scope or automatic receiver. I only to produce a vanilla Handmade Gun, without the added mods. Scriptname _FHandmadeGunOverhaul extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) debug.trace(self + "akTarget:" + akTarget + " , akCaster" + akCaster)akCaster.removeitem(_JO_HandMadeGun_faulty, 1, True)akCaster.additem(DLC04_HandMadeGun, 1, True)Debug.Notification("Hello") endEvent Weapon Property DLC04_HandMadeGun AutoWeapon Property _JO_HandMadeGun_faulty Auto Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted March 9, 2021 Share Posted March 9, 2021 (edited) You should post on the relevant game's forums. Edited March 9, 2021 by Oblivionaddicted Link to comment Share on other sites More sharing options...
Thandal Posted March 10, 2021 Share Posted March 10, 2021 If you'd mention to which game this applies, we could move the topic where it belongs. :geek: Link to comment Share on other sites More sharing options...
steve40 Posted March 10, 2021 Share Posted March 10, 2021 Fallout 4 Link to comment Share on other sites More sharing options...
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