Jump to content

Handmade Gun Overhaul


jonsangels

Recommended Posts

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 Auto
Weapon Property _JO_HandMadeGun_faulty Auto
Link to comment
Share on other sites

  • 2 weeks later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...