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New vegas silenced 22
New vegas silenced 22











Barter, sneak and survival all sound useful, but don't really bare anything that is much desirable (though The Professional might come in handy).

new vegas silenced 22

I would like to use Lucky, but that would require lockpick. I want to have the Cowboy perk, which would require melee weapons. I will have guns obviously, but the other two skills is confusing. This is not a standard cowboy build, because he will use almost exclusively revolvers (though I might occasionally make an exception if it is impractical). It's basically a copy of an existing CIOS script, just with a different effect being called.I am tossing the idea in my head of making a gunslinger build. (This has been copypasted from the Elder Scrolls/Fallout Nexus as recommended by a moderator in chat there)Īs far as I know, the script should be fine. Unfortunately, yeah.Can't save the darn scripts. That said, my goal with this weapon I'm including in my little ammo project is basically going to be a spiritual successor to Fallout 3's Dartgun, with a variety of poisons to make it a nice, multifunctional weapon for any assassin. Literally, no matter what way I try to do it, clicking save, compiling scripts, closing and choosing the save.GECK will NOT save my script! And as a result, I'm stuck on crafting custom poison ammo for this weapon I'm working on until, well.I can actually get some help in figuring why I can't save my scripts. So, I wrote a script to perform this action, but.I can't save it. 50 cal Incendiary Rounds which use a similar function to set the target on fire, by performing a CIOS via scripting that puts fire effects on the victim. 22, or something simpler like the ChemGun).Ĭurrently, the idea is this, I create an effect (Enchantment type, to inflict poison and other conditions on the target), then have the ammo type perform a CIOS function (Cast Immediate on Self) as the impact script. 22 Silenced Pistol (Not sure what I'm gonna call it yet, part of me says Venomous. I'm attempting to create a poison round that will be used by a unique. Then I figured, why stop there? As long as I'm making it possible to craft more kinds of ammo, why not throw some of my own into the mix? Unfortunately.That's where I hit trouble. After making a request to fix a couple issues I had with Fallout NV's ammo crafting, I decided to fix it myself by working on my own mod to do such.













New vegas silenced 22