So, ive used this mod extensively. but recently. ive started to play again after a long hiatus. and suddenly the mod doesnt work. like. i get the book. :signature weapon settings: i can assing a weapon to be my signature one but it just doesnt work. not leveling. and the weapon statistic still say 0 even after killing like 30 legionares. however the signature armor mod works just fine in the same save file. so idk why this one doesnt
yeah i did the same. turns out its is the awo weapons smith mod. ands its because s.weapon doesnt handle instances of each weapon. asking the creator of awo if he has a fix for this either that or no more akm or any of that stuff with s.weapon sadly... :c
I'm the guy who fixed the issue regarding the "Bottomless" perk not working with DLC- and mod-added ammunition for NVEC.
If you're reluctant to install NVEC just for that fix, you can apply the fix yourself with a little GECK-work. Load the Signature Weapons ESP (making sure that it's "active") and find "SigWepAmmoReplenishmentSCRIPT" under Miscellaneous->Script. Replace the entire script with the following: scn SigWepAmmoReplenishmentSCRIPT
; Simplified by Luthien Anarion.
float ammomult ref currammo ref oldammo short currammocount short oldammocount short ammodiff float ammocollect short ammorefund
begin gamemode
if(player.isweaponinlist SignatureWeapon) if(SignatureWeaponQuest.Bottomless == 1) set ammomult to 0.25 elseif(SignatureWeaponQuest.Bottomless == 2) set ammomult to 0.50 elseif(SignatureWeaponQuest.Bottomless == 3) set ammomult to 0.75 elseif(SignatureWeaponQuest.Bottomless == 4) set ammomult to 0.90 else removeme endif set currammo to getplayercurrentammo if(currammo == oldammo) set currammocount to player.getitemcount currammo if(currammocount != oldammocount) if(currammocount > oldammocount) set oldammocount to currammocount else set ammodiff to (oldammocount - currammocount) if(ammodiff) set ammocollect to ammocollect + ammodiff * ammomult set ammorefund to ammocollect set ammocollect to ammocollect - ammorefund player.additem currammo ammorefund 1 set oldammocount to currammocount endif endif endif else set ammocollect to 0 set currammocount to player.getitemcount currammo set oldammocount to currammocount set oldammo to currammo endif else set oldammo to 0 endif
end; gamemode
begin menumode
if(menumode 1002 || menumode 1008 || menumode 1053 || menumode 1077) set oldammo to 0 endif
end ; menumode
Save the script, close the script window, and save the changes to the plugin. That should allow the Bottomless perk to work with any ammunition that can be used in your signature weapon.
Edit: Viewing this in the comments tab destroyed the code formatting, so view the forum thread instead.
Hi, i dont know if anyone asked this but can you add to your mod an icon to the UI what lvl my weapon is and the xp and kills i'm at rather than opening the pipboy to open the statistic
Hello all, for some reason when i select a weapon as my signature it deals exponentially less damage in vats for absolutely no reason and i cant understand why.
There is not. I have tried and you can only have one signature weapon. A bit disappointing, but still fun nonetheless. Especially for roleplaying (Like a heavy NCR soldier with a LMG. Or a Missile Launcher or whatever your preference)
You just need to create multiple copies of the .esp, rename them (i.e. SignatureRifle, SignatureLauncher, etc) Then go into geck and edit the name of the control book to match
bb gun is quite fun actually. it does 22 damage and the crits of the unique does 91 damage more than the antimaterial rifle crits lol. with the right build every other attack crits. but i would love the chance to have 2 signature weapons specially like the Cowboy repeater and Lucky with an cowboy build for hardmode(both use the same easy to find ammo so its efficient).
Hi there, what about this attempt ? And does the changing names trick, on esp names and books in geck works ? Thanks a lot, I would love to bear one or two or three or more signature weapons, just for fun. I checked the esp in geck, it is still a bit complicated for my basic knowledge of scripting, wont be able to do same thing as beautifully.
EDIT1: Thanks a lot, I tried the trick about changing names of both esp (making a copy of the original esp) and book in geck to match, this is wonderfull. Wouldn't think about this nice trick. ;)
I've been having trouble with the book not spawning into Aid. Every time I look at FNVEdit, the box next to it is unchecked, no matter how many times I check it before going in. What's going on with this mod?
Also, I've tried spawning it in with the console - nothing but an error message.
Has been one of the staples to my load order almost since I started using mods years ago, just wanted to put this out there.
But also for anyone who wanted to make Christine's sniper rifle their signature, apparently you can't start earning levels with a regular sniper rifle, unlike the Gobi Campaign rifle. Apparently Christine's rifle is just different from the both of them. Which was a real bummer to me, so many wasted levels.. I dunno how to just switch it either.
546 comments
either that or no more akm or any of that stuff with s.weapon sadly... :c
Edit: Nvm It does work, i guess the perk works with guns that has high ammo cap, not like pistol, lever action and such
If you're reluctant to install NVEC just for that fix, you can apply the fix yourself with a little GECK-work. Load the Signature Weapons ESP (making sure that it's "active") and find "SigWepAmmoReplenishmentSCRIPT" under Miscellaneous->Script. Replace the entire script with the following:
scn SigWepAmmoReplenishmentSCRIPT
; Simplified by Luthien Anarion.
float ammomult
ref currammo
ref oldammo
short currammocount
short oldammocount
short ammodiff
float ammocollect
short ammorefund
begin gamemode
if(player.isweaponinlist SignatureWeapon)
if(SignatureWeaponQuest.Bottomless == 1)
set ammomult to 0.25
elseif(SignatureWeaponQuest.Bottomless == 2)
set ammomult to 0.50
elseif(SignatureWeaponQuest.Bottomless == 3)
set ammomult to 0.75
elseif(SignatureWeaponQuest.Bottomless == 4)
set ammomult to 0.90
else
removeme
endif
set currammo to getplayercurrentammo
if(currammo == oldammo)
set currammocount to player.getitemcount currammo
if(currammocount != oldammocount)
if(currammocount > oldammocount)
set oldammocount to currammocount
else
set ammodiff to (oldammocount - currammocount)
if(ammodiff)
set ammocollect to ammocollect + ammodiff * ammomult
set ammorefund to ammocollect
set ammocollect to ammocollect - ammorefund
player.additem currammo ammorefund 1
set oldammocount to currammocount
endif
endif
endif
else
set ammocollect to 0
set currammocount to player.getitemcount currammo
set oldammocount to currammocount
set oldammo to currammo
endif
else
set oldammo to 0
endif
end; gamemode
begin menumode
if(menumode 1002 || menumode 1008 || menumode 1053 || menumode 1077)
set oldammo to 0
endif
end ; menumode
Save the script, close the script window, and save the changes to the plugin. That should allow the Bottomless perk to work with any ammunition that can be used in your signature weapon.
Edit: Viewing this in the comments tab destroyed the code formatting, so view the forum thread instead.
(Like a heavy NCR soldier with a LMG. Or a Missile Launcher or whatever your preference)
Second Signature Weapon
EDIT1: Thanks a lot, I tried the trick about changing names of both esp (making a copy of the original esp) and book in geck to match, this is wonderfull. Wouldn't think about this nice trick. ;)
Also, I've tried spawning it in with the console - nothing but an error message.
Either use the launcher and enable the mod there.
Or use your mod manager (like Vortex).
Or manually edit AppData\Local\FalloutNV\plugins.txt with a text editor like notepad.
But also for anyone who wanted to make Christine's sniper rifle their signature, apparently you can't start earning levels with a regular sniper rifle, unlike the Gobi Campaign rifle. Apparently Christine's rifle is just different from the both of them. Which was a real bummer to me, so many wasted levels.. I dunno how to just switch it either.