I currently have very little free time and really appreciate if you do your research first before asking your questions below. I expect you to have read the description page (and relevant articles) first. I will not answer questions that arise from ignoring those resources. Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.
I wish you a good time and thank you for your support.
Although this download is not required by mods using it, I highly recommend installing it low so it overrides potentially outdated instances from other mods that use it. Keeping this updated and loaded low will ensure all mods using its most recently added functions will work properly. Try this if a mod isn't firing the scripts properly.
Hey, thanks for your efforts with this script, unfortunately, I can't seem to get it working.
I am attempting to add a moded weapon to the institute's LL, but specifically just the courses. I utilized the actor injector script, selected the coursers as the form and selected a premade LL of the weapon but they aren't spawning in with it. Perhaps I missed a step or I am looking at this the wrong way. Any ideas on how to get the coursers to have specific moded weapons or is it just not possible with this mod?
Leveled Actor lists expect an actor (NPC) form or a nested Leveled Actor form containing additional forms. If you'd add an equipment or Leveled Item form to a Leveled NPC form the latter wouldn't know what to do with the former and throw an error.
I quickly threw a LeveledActor script together, based on my latest LeveledItem script ("Dank_LeveledItemInject"). I haven't tested it but it should work just fine as that only required two tiny changes in the code.
Hi, Scripts ending in "PEX" are in "D:\Steam\steamapps\common\Fallout 4\Data\Scripts\Scripts" and Scripts ending in "PSC" "D:\Steam\steamapps\common\Fallout 4\Data\Scripts\Scripts\Source\User". Are these the correct locations?
No, you have a subfolder "Scripts" in another folder "Scripts". There should be only one of them. The pex files go in ..\Fallout 4\Data\Scripts while the psc ones go into ..\Fallout 4\Data\Scripts\Source\User.
These scripts are great and work like a charm. However, I am having trouble injecting weapons into Minutemen LLs (only getting Muskets) and into the Zealot LLs (since they have an LL for the Radium rifle). The only way I can figure out to do so is by injecting my modded weapons into the Laser Musket and Radium Rifle LLs, but the GunInject2 script has a warning about doing so.
My question is - What risk am I taking by injecting a weapon mod into a Weapon LL like the Laser Musket LL?
I don’t want to have spent months getting ready for my first modded PC playthrough to ruin my save 30hrs in. I would appreciate anyone’s input on this as I have not been able to find an answer independently.
Love the scripts, no problem using them, your guide is great, you're a legend. But I have one question about if it's possible: scripted injection into a specific container. Any way to do that?
Hello, Small question. So I used ammo script to inject ICEstorms grl45 grenade launcher ammo (count = 30). After adding, I changed the ammo amount (count = 50) in the script, but the script didn't run the second time I launched the game. Is there a way to run the script again or make sure changes made in script reflect on the game?
Also, if I want to add multiple ammo or weapon types, can this be done in a single ammo or weapon script rather than creating multiple scripts?
If the quest you used to inject something with those scripts did already run in the save you're talking about then it won't run again (or update) as that would inject the items a second time. The only way to guarantee the script properties use the intended values is to go back to a save state before the injection took place.
hi, the script is working great, thank you. i was wondering how to stop the leveled list from spawning to armor sets at the same time though. i have this megapack from fallout 76 and the raider outfits are flagged as entire outfits since they come with armor stats, so you can't put leather or raider armor pieces on it. that makes some of the raiders spawn naked now since they are wearing their armor pieces but spawn with one of the f76 outfits in their inventory and the game prioritizes the armor pieces .. how can i change that? :D thank you
205 comments
Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.
I wish you a good time and thank you for your support.
Keeping this updated and loaded low will ensure all mods using its most recently added functions will work properly.
Try this if a mod isn't firing the scripts properly.
I am attempting to add a moded weapon to the institute's LL, but specifically just the courses. I utilized the actor injector script, selected the coursers as the form and selected a premade LL of the weapon but they aren't spawning in with it. Perhaps I missed a step or I am looking at this the wrong way. Any ideas on how to get the coursers to have specific moded weapons or is it just not possible with this mod?
Thanks for the help.
I'm trying to make regional variant spawns unique to specific biomes in the Commonwealth without annihilating the vanilla level lists.
Thank you!
The scripts are not showing in the CK (downloaded from Steam). Are there any extra steps aside from dropping into the game folder?
Thank You,
My question is - What risk am I taking by injecting a weapon mod into a Weapon LL like the Laser Musket LL?
I don’t want to have spent months getting ready for my first modded PC playthrough to ruin my save 30hrs in. I would appreciate anyone’s input on this as I have not been able to find an answer independently.
Thank you!
Small question. So I used ammo script to inject ICEstorms grl45 grenade launcher ammo (count = 30). After adding, I changed the ammo amount (count = 50) in the script, but the script didn't run the second time I launched the game. Is there a way to run the script again or make sure changes made in script reflect on the game?
Also, if I want to add multiple ammo or weapon types, can this be done in a single ammo or weapon script rather than creating multiple scripts?
i was wondering how to stop the leveled list from spawning to armor sets at the same time though.
i have this megapack from fallout 76 and the raider outfits are flagged as entire outfits since they come with armor stats, so you can't put leather or raider armor pieces on it. that makes some of the raiders spawn naked now since they are wearing their armor pieces but spawn with one of the f76 outfits in their inventory and the game prioritizes the armor pieces .. how can i change that? :D thank you