Somehow I never saw this comment (and if I did I don't remember) sorry! regardless, uhm maybe?? but I'm not really into looking at how Unfound Loot does that and applying it here if even possible.
Right, so I run a script that picks up all of the notes in the station (the only ones are the codes), disables them, and then I specify what happens when a specific code is found (disabled for the repair kit code, disabled and moved for the ammo codes). I just forgot about the Steady code so it would be disabled and not reenabled afterward bc I didn't specify anything to happen to it xd Now it just doesn't disable it, problem solved.
Such a FASCINATING coincidence that I started another playthrough of Dead Money last night, and was literally thinking this exact same thing by the time I reached the police station. You get WAY too well-armed WAY too early; I play with extremely hardcore carryweight reductions, and even then I was surprised by how quickly i found more than enough supplies.
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EDIT: Fixed, thank you!
I just forgot about the Steady code so it would be disabled and not reenabled afterward bc I didn't specify anything to happen to it xd
Now it just doesn't disable it, problem solved.
anyway looks cool
Downloaded and installed immediately, thank you!