Fallout 4

Fallout 4

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Nirvash 2016 年 6 月 6 日 上午 2:33
Creation Kit: Modifying Silver Submachine Gun?
So, the Silver Submachine Gun is technically not a unique weapon. From what I understand, it exists in the same way as randomly generated Legendary weapons do, in that they don't have their own unique ID.

What I want to do, is add a legendary effect to the Silver gun you get from Kent. Not making a seperate copy or anything like that, but have the version he gives you via text options, come with a legendary attachment. I can't seem to find any specific entries that would let me do this, but they must exist, buried somewhere.
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Panda-Bishop 2016 年 6 月 6 日 上午 2:53 
Try looking at the Deliverer, it's another weapon that's awarded through dialogue but has a legendary effect attached to it.

If you spawn the Deliverer through console commands it won't have a legendary effect, so that indicates the effect isn't a property of the weapon itself, but rather something that's applied via a script attached to the quest or dialogue (so I guess I should say look at the Silver Shroud quest rather than look at the weapon).
Nirvash 2016 年 6 月 6 日 上午 3:12 
引用自 Bishop
Try looking at the Deliverer, it's another weapon that's awarded through dialogue but has a legendary effect attached to it.

If you spawn the Deliverer through console commands it won't have a legendary effect, so that indicates the effect isn't a property of the weapon itself, but rather something that's applied via a script attached to the quest or dialogue (so I guess I should say look at the Silver Shroud quest rather than look at the weapon).

I tried that. The issue is, the quest doesn't quite work that way. The quest surrounds the shroud armor, and exchanging the gun is optional and has no quest log. Looking at the quest itself, I can't seem to find the exact point in which the gun is traded.
Yhwach 2016 年 6 月 6 日 上午 3:25 
You'll have to find the dialogue that uses the papyrus snip to attach the legendary effect to the weapon drop.
The silver shroud submachine gun is actually multiple weapon records but it just uses amod somewhere in one of the convos
Nirvash 2016 年 6 月 6 日 下午 1:51 
Alright, it doesn't quite make sense even comparing the two. Here is the papyrus for receiving the Deliverer:

; The player gets the Railroad's unique pistol
ObjectReference oItem = Alias_Carrington.GetActorRef().PlaceAtMe(pLL_Deliverer)
oItem.AttachMod(pmod_Legendary_Weapon_VATSGun)
Game.GetPlayer().AddItem(oItem)
Game.GetPlayer().AddItem(pAmmo10mm, 32)

Makes sense right? I can easily tell what's going on here. But, here's the bit in which you receive the silver gun:

; Give the player the silver tommy gun (and bullets)
pKentConnolly.GetActorRef().RemoveItem(Alias_SilverTommyGun.GetRef(), 1, false, Game.GetPlayer() )
Game.GetPlayer().AddItem(pAmmo556, 96)

This one makes no sense at all, but it is literally all there is. The next bit is the calling cards, and the previous bit is the beginning of the quest stage.
Panda-Bishop 2016 年 6 月 6 日 下午 7:07 
引用自 Meatbag
Alright, it doesn't quite make sense even comparing the two. Here is the papyrus for receiving the Deliverer:

; The player gets the Railroad's unique pistol
ObjectReference oItem = Alias_Carrington.GetActorRef().PlaceAtMe(pLL_Deliverer)
oItem.AttachMod(pmod_Legendary_Weapon_VATSGun)
Game.GetPlayer().AddItem(oItem)
Game.GetPlayer().AddItem(pAmmo10mm, 32)

Makes sense right? I can easily tell what's going on here. But, here's the bit in which you receive the silver gun:

; Give the player the silver tommy gun (and bullets)
pKentConnolly.GetActorRef().RemoveItem(Alias_SilverTommyGun.GetRef(), 1, false, Game.GetPlayer() )
Game.GetPlayer().AddItem(pAmmo556, 96)

This one makes no sense at all, but it is literally all there is. The next bit is the calling cards, and the previous bit is the beginning of the quest stage.
Oh, that's easy. Take a look at the CK wiki entry on RemoveItem[www.creationkit.com] and you'll see that the final argument in the "RemoveItem" line indicates where it should place the gun after removing it from the original container. In this case it's "Game.GetPlayer()", which is you.

So I believe that the script should be changed to:
ObjectReference oItem = Alias_SilverTommyGun.GetRef()
oItem.AttachMod(<whatever legendary effect you wanted to attach>)
pKentConnolly.GetActorRef().RemoveItem(oItem, 1, false, Game.GetPlayer())
Game.GetPlayer().AddItem(pAmmo556, 96)
So theoretically that modifies the gun in Kent's inventory before passing it over to you. If it doesn't, the less elegant way may be:
ObjectReference oItem = Alias_SilverTommyGun.GetRef()
pKentConnolly.GetActorRef().RemoveItem(oItem, 1, false)
oItem.AttachMod(<whatever legendary effect you wanted to attach>)
Game.GetPlayer().Additem(oItem)
Game.GetPlayer().AddItem(pAmmo556, 96)
This being to remove the item from Kent's inventory completely, creating a new gun, adding the legendary effect to it, and then adding it straight to your inventory.

Don't hold me to it though, I haven't done any papyrus scripting in years now.
echristopher56 2017 年 2 月 15 日 上午 9:38 
The answer given on this page helped me find the gun in the files. Then I just added a legendary mod to the Mods section for the gun, which already included a forward grip and a large magazine, so that should be the right gun. Admittedly I haven't tested it yet, but it should work.

https://community.bethesda.net/thread/22936?start=0&tstart=0
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張貼日期: 2016 年 6 月 6 日 上午 2:33
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