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