Fallout 4 How To Make Companions Use Weapons
#1
Posted xi December 2019 - ten:58 AM
Hello everybody!
Need help badly!
Want to change companion's default weapons for the new ones from mods, just constantly neglect.
I understand that all companion'southward inventory changes should exist in one mod, just it still doesn't piece of work - companion's weapon just disappears and he starts to use his easily.
For example I try to change Valentine's pipe revolver for That Gun (https://www.nexusmod...out4/mods/10669). Make the copy of ThatGun weapon object, make the attributes the aforementioned as Valentine'sPipeGun has, place it in Valentine's inventory, beginning the game, disable/enable Valentine - and the new gun doesn't announced, merely the erstwhile i disappears and he uses hands.
Was trying to find a guide regarding modding companion'due south inventory, but there is none...
Will exist much obliged for any aid or communication!
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#2
Posted xi December 2019 - 11:49 AM
Is the companion weapon set up to utilise companion ammo, and are yous giving the companion one companion ammo to use ?
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#iii
Posted 11 December 2019 - 01:41 PM
Is the companion weapon set to use companion ammo, and are you lot giving the companion one companion ammo to use ?
The new created weapon is set to use companion ammo, as the original Valentine'sPipeGun. Just I didn't place the companion ammo in his inventory - should I?
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#4
Posted 11 December 2019 - 02:34 PM
Heya Danbrother - Ok, I have a question. When you lot say that you made a copy of the weapon for Valentine to use....
Did y'all create all new files, manually? Or did you use a create override copy? Or use a create as new.... copy? If and then, either of those two latter, will mean that the weapon's esm/esl/esp file is at present a master, and must load before your mod file for Valentine, in your load order.
As well, IF, yous'd chose to create new copy as an override, and so any changes that you made to it, are gonna affect all versions of it, in the game. And since players don't have access to NPC ammo.............
Second thought - Practise yous have any other mods that impact companions? If so, and they bear on the character's NPC actor file, so you nearly probable accept a modernistic conflict. And so your modern would have to load after the other one(s).
Third thought- you said that the new one doesn't appear, the old one disappears and he uses his blank hands.
The trouble with him using his blank easily is ammo related. They'll default to that, if they don't accept a melee weapon in their inventory, if they run out of ammo.
You said that his one-time gun disappears. Practice y'all have 2 firearms in his inventory, in your mod? Aye- remove the original. No- Mod conflict.
Fourth (after)thought - when you fabricated the new files for the weapon, did you as well include the LNAM - NPC Add Ammo Listing entry for the gun? Companion_LL_Ammo_45Caliber [LVLI:00245D6C] This part is at the very lesser of the page for his gun.
Edited by StormWolf01, 11 December 2019 - 02:40 PM.
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#v
Posted 12 December 2019 - 08:02 AM
Is the companion weapon ready to use companion ammo, and are you lot giving the companion i companion ammo to use ?
The new created weapon is gear up to use companion ammo, as the original Valentine'sPipeGun. Simply I didn't identify the companion ammo in his inventory - should I?
SKK50, hello!
Volition endeavour to place the ammo in Valentine'southward inventory.
Much appreciated you advice!
Edited past Danbrother, 12 December 2019 - 08:07 AM.
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#6
Posted 12 Dec 2019 - 08:04 AM
Heya Danbrother - Ok, I have a question. When you say that you made a copy of the weapon for Valentine to use....
Did yous create all new files, manually? Or did you lot use a create override re-create? Or utilise a create as new.... re-create? If then, either of those ii latter, will mean that the weapon's esm/esl/esp file is at present a master, and must load before your mod file for Valentine, in your load lodge.
Also, IF, yous'd chose to create new copy as an override, then any changes that y'all fabricated to it, are gonna bear upon all versions of it, in the game. And since players don't have access to NPC ammo.............
2nd thought - Do you lot accept any other mods that affect companions? If so, and they touch the character'southward NPC player file, and then you lot almost likely have a mod conflict. So your modern would accept to load afterward the other one(s).
3rd thought- you said that the new one doesn't announced, the old one disappears and he uses his bare easily.
The trouble with him using his bare hands is ammo related. They'll default to that, if they don't accept a melee weapon in their inventory, if they run out of ammo.
You said that his old gun disappears. Do yous accept 2 firearms in his inventory, in your mod? Yes- remove the original. No- Mod conflict.
4th (after)thought - when yous made the new files for the weapon, did you also include the LNAM - NPC Add Ammo List entry for the gun? Companion_LL_Ammo_45Caliber [LVLI:00245D6C] This function is at the very bottom of the folio for his gun.
How-do-you-do, StormWolf01!
I made a copy of the gun in Thatgun.eps and placed it in the Valentine'south inventory there as well. Removed his original PipGun. And the mod ThatGun is the but one affecting Valentine in my Loadorder (checked information technology with FO4edit).
I've included Companion_LL_Ammo_45Caliber as information technology was in original Valentine'sPipeGun.
But I didn't place this ammo in his inventory - may exist that is the problem. He had no ammo in inventory by default, then I'd thought information technology is not needed when the weapon uses Companion_LL_Ammo.
Will try to requite quondam tin tin some ammo - maybe it volition help :-)
Thank y'all very much for assist and advice!
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#7
Posted 14 December 2019 - 01:18 AM
:-(( Giving ammo to Nick didnât help. He withal doesnât use the gun but his bare hands.
Donât know what to try more than...
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#8
Posted 14 Dec 2019 - 05:20 AM
Ah dernit. I'd seen your terminal mail, and was thinking that everything sounded correct. And so I was waiting and hoping that you lot'd be posting with good news.
Ok. But thought of something, based off another post that I was reading virtually. Please keep in listen that I've never used this gun earlier. Does it take the capability to spawn in automatic mode? Unless you're using an infinite ammo mod for your companions, automatic weapons, and explosive weapons, can nevertheless consume ammo on companions and settlers. They need to accept at least enough ammo on them, to burn a full burst. Normally three rounds, but some people know how to brand that outburst higher, and so as a Rule, I personally use 30 as that'due south plenty for almost magazine sizes.
Here'due south what I'm thinking to try. Try making His version of the weapon use normal ammo. Similar, 10mm or whatever. Then add at least xxx rounds of 10mm to his default inventory, and meet if that works.
But first, effort AFT, amazing follower tweaks. https://www.nexusmod...out4/mods/26976 it has the capacity to give companions infinite ammo. See if that fixes it.
Do NOT use this, or the version of it that includes unbreakable power armor https://www.nexusmod...lout4/mods/6233
In some instances, that mod has been known to break the companion "get home" script that sends them dorsum to a settlement when recruiting a new follower, or a different follower come up along with yous. AFT actually has that covered, since you can have more than one at a fourth dimension, and has preset locations to ship them back to, the same way that Companion Go Home does.
AFT has a pretty steep learning curve tho. It'southward not just plug and play. You kinda have to tinker with it's settings holotape a flake at first.
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#9
Posted fourteen December 2019 - 07:03 PM
Ah dernit. I'd seen your terminal postal service, and was thinking that everything sounded right. So I was waiting and hoping that you'd be posting with skillful news.
Ok. Just idea of something, based off another mail that I was reading about. Please keep in mind that I've never used this gun before. Does it accept the capability to spawn in automatic mode? Unless you're using an infinite ammo mod for your companions, automatic weapons, and explosive weapons, tin can still consume ammo on companions and settlers. They demand to take at least enough ammo on them, to burn down a total burst. Usually 3 rounds, only some people know how to make that burst higher, then as a Rule, I personally use xxx as that'southward enough for near mag sizes.
Here's what I'yard thinking to try. Try making His version of the weapon use normal ammo. Like, 10mm or whatever. Then add at least 30 rounds of 10mm to his default inventory, and see if that works.
Merely starting time, try AFT, astonishing follower tweaks. https://www.nexusmod...out4/mods/26976 information technology has the capacity to give companions space ammo. See if that fixes it.
Practice Not use this, or the version of it that includes unbreakable power armor https://www.nexusmod...lout4/mods/6233
In some instances, that mod has been known to break the companion "go home" script that sends them back to a settlement when recruiting a new follower, or a different follower come along with you. AFT actually has that covered, since you can take more than than 1 at a time, and has preset locations to send them back to, the aforementioned way that Companion Go Dwelling house does.
AFT has a pretty steep learning bend tho. It's not just plug and play. You lot kinda take to tinker with information technology's settings holotape a bit at first.
AFT is amazing mod! Need to try it - thank you lot for recommendations!
Just at present it'southward going to make lots of mod conflicts as I am making changes in all the companions inventory from different mods. Mostly it is outfit alter, only for Valentine I wanted to leave the outfit and change the weapon, only still declining...
Giving Nick normal ThatGun and all sorts of ammo for information technology didn't piece of work - even so bare hands.
BTW, if I gave Nick some items ingame and later on that reload him with disable/enable through the panel, does his default weapon alter? Maybe I demand to effort spawning him somehow to discard whatsoever changes in inventory in that savegame?
Edited by Danbrother, fourteen December 2019 - 07:26 PM.
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#10
Posted 14 December 2019 - 09:54 PM
Iâve made information technology!!!
I was only resetting Nick wrong, that is why his inventory didnât reload properly :-)
I was making information technology through disable/enable console control, and should have washed through the reloadinventory command :-))
Great cheers for assistance and advice - again have corking faith for moddersâ fellowship!
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Fallout 4 How To Make Companions Use Weapons,
Source: https://forums.nexusmods.com/index.php?/topic/8224423-change-companions-default-weapon-in-ck/
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