Fallout New Vegas
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krypto5863

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krypto5863

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37 comments

  1. W1N3
    W1N3
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    I wonder if this script nullifies a specific script in the New Vegas that automatically deletes Companion weapons from the player's inventory after a Casino Glitch allowed players to obtain them?

    Are these INDEED the Companion's original weapons, but modified?
    1. krypto5863
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      Changes one flag on the original form. Anything specifically referencing them won't be changed unless it checks if playable. Also does so dynamically so if they're editing it in an ESP, it won't conflict.
    2. W1N3
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      So in a sense, this "silences" that script as well as making them playable?

      EDIT: In my case, I was able to equip Cassidy's Caravan Shotgun, but the script removed it a few seconds later.
    3. krypto5863
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      This doesn't do anything to any script. Least not directly. I don't know about any script that removes follower weapons either. That sounds more like a mod.
    4. W1N3
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      I installed another mod that nullifies the script and I understood that this mod is meant more as a companion mod to other mods.
  2. eseWicho
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    exelente mod funciona de maravilla 
    1. krypto5863
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      Con mucho gusto. Es un simple script pues no debe tener problemas.
  3. MerelyStupid
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    Is there a way to get this working with modded companions?
    1. krypto5863
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      Don't see why not.

      Make a new script with the GR_ prefix, and just do LNSetIsPlayable 1 (YourItemEditorIDHere)
      You can use this mod as a template.
  4. Shadowic123
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    Hi, don't know why, but I added TTW Followers to this mod. You can use it. (Sorry for Bad English)
    https://mega.nz/file/SC4VgKJQ#KNSxvkmFu24j5Kx1sCV2aKTB3oNixrk4-eC5Dbsb0ec
    1. krypto5863
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      Sounds good, I'll give it a look later and I'll upload it as a version.
  5. itsbooby
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    Awesome! I have one question, though. It doesn't matter if these weapons are set to 'non playable' and 'can't drop' in the various esp files I have installed? This simple script overrides everything?
    1. krypto5863
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      Yup, correct. Changes are made in runtime when the game starts. If a script later changes it back, that's another story.
    2. itsbooby
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      Thanks so much for this mod and your response
  6. ulukinatme
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    Very nice work!  Unlike other mods that mess with NPC hair and other things this mod is nice and clean.
    I did find that if you're using any mods that change Companions like Veronica into their own NPC class that there's a chance this mod won't work.  Part of it was also that I tried to install the mods in the middle of a playthrough, so not only was Veronica changed to her own NPC class, but the robes may have been  under a different ID as a result and wouldn't show up in the inventory to be removed.  In any case that was a fluke, seems to work great on a fresh game.  Thanks again!
    1. krypto5863
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      That's kinda odd, we don't even touch NPC records. We solely change the outfit and weapons playable flag. Really weird, maybe a JIP LN bug...
    2. Sinisterkiller1987
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      So how exactly do you even get this working since? I installed it but it didn't do anything, oh and the load id isn't in the johnny guitar ini which I downloaded the latest.
    3. krypto5863
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      LoadEditorIDs configuration option was actually removed from JohnnyGuitar, it is now always enabled and can never be disabled so you can disregard that instruction. You still need to have JohnnyGuitar installed though.
    4. Sinisterkiller1987
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      My issue is when I was doing a run with it didn't work. 
    5. krypto5863
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      Whose gear was unplayable?
    6. Sinisterkiller1987
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      All of it Krypto. My main issue is I don't know how you even properly set this up. Would highly suggest making a tutorial for those confused as I am. In the future. Also mainly confused since it's a txt. Am I supposed to convert it or something?
    7. krypto5863
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      I explained how this is setup in your above comment. You do not need to do anything except have the .txt in the proper path as described above, and also have the requirements AND the requirements for the requirements. The basic requirements are JIP LN NVSE, and JohnnyGuitar. That's it.
    8. Sinisterkiller1987
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      Ok, so I have all 3 of the requirements. Up to date and all. Did you make it compatible with body and clothing retexturing mods?. Since that's prob why it didn't want to run. 

      Also what path?. As in folder called scripts? or...what exactly.
    9. krypto5863
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      Path is: (YourGameFolder)/Data/NVSE/plugins/scripts

      This doesn't need to be made compatible specifically compatible with anything. It just is out of the box.

      Just to clarify, all this mod does is let you remove, wear, sell, drop, etc,. your companion's default weapons and clothing like they're any other weapon or outfit. And not every companion's either, only those in base NV at the moment excluding creature or robotic companions and Lily.
    10. Sinisterkiller1987
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      Do I have to make a script folder or is it the plugin folder?. If I'm asking a lot of questions I apologize for that mostly trying to get clarity on this whole thing.
    11. krypto5863
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      If the script folder doesn't exist, make it.

      You should be using a Mod Manager though which should take care of this for you though. You can install the mod via the manager.
    12. Sinisterkiller1987
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      I do use a mod manager. FOMM but it doesn't create a script folder. Nor did I know you have to. Since it wasn't in the description for those who do manual on things. Alway appreciate all the help Krypto. 
    13. krypto5863
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      Wow that's really outdated... I really suggest you swap over to ModOrganizer 2 and/or follow Gopher's latest modding video series to learn usage and best modding practices.
    14. Sinisterkiller1987
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      Yeah im not swapping over unless i know the benefits and currently I got nothing that's telling me mod organizer is anymore better than FOMM
    15. krypto5863
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      That's your decision but FOMM is not used anymore, anyone up to date with modding will tell you the same. Anyways, my instructions are there, I hope they help you get things going.

      But don't take just my word for it, others will concur.
    16. Sinisterkiller1987
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      I'm aware, but it hasn't failed me yet. :-)
  7. Sinisterkiller1987
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    Would suggest Krypto for you to make a video explaining how to get this running.
    It would help if others eventually find this mod, who need a visual image of how to do it.
    Mostly confused on how the heck do you get this running. I'm fully confused and prob need the steps.
    1. krypto5863
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      The script? You just need to have the requirements and then install the script into *YourGamePathHere*\Data\nvse\plugins\scripts, but the directory structure is already setup so you just need to install it with your mod manager. Then just play, it'll do everything by itself without you noticing.

      If you're new to modding, I highly suggest Gopher's beginner to modding video series, it'll explain the basics. My mod is then added like any other mod once you understand how it's explained in Gopher's Video Series

      But installing one of these scripts isn't very difficult, you do just need to have a basic understanding of installing mods.
  8. StalkerGuy
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    Does this fix Lily's weapons disappearing when held by you?
    1. krypto5863
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      Nope. Lily's weapon isn't even touched by this (since she's a night-kin and they tend to handle weapons weird, I omitted it for safety since I figured something could go wrong and I've never seen humans with huge swords in-game).
  9. zairairaira
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    watt do you mean Johnny Guitar with LoadEditorIDs set to true?

    i must set bLoadEditorIDs = 1 in Johnny Guitar ini right?

    and i have Optional download to not alter faction armor scripts for this mod
    Companion Dress Up at Fallout New Vegas - mods and community (nexusmods.com)
    Fixed to work independently, doesn't change faction armor scripts

    so i dont need it if i install your mod right???
    1. krypto5863
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      Yes, you must set bLoadEditorIDs = 1 in Johnny Guitar ini

      And you won't need that mod as far as removing companion default clothes is concerned, no. But for the faction armor thing, JIP Command And Control lets you equip faction armor on companions and is what I'd consider vital in any playthrough.