Changing Marcus to wear armor.

Corpse

Mildly Dipped
I need some serious help guys; I am working on a project to make Super Mutant armor for Marcus, does anyone know if there is a script command that makes an NPC wear armor (and get the damage res/thresh bonuses)?.

I tried the wield_obj_critter command and here is what happened.

I scripted an item that when used on any critter, moves any suits of armor in the target's inventory to the armor slot using the wield_obj_critter. While the results were successful (Marcus put on the suit of armor) his damage resistances and thresholds remained the same as before. This was really bad because when I ordered him to take the armor off (you get that option if he is wearing armor) all the damage resistance bonuses from the armor were substracted.

I looked for hints in the script but couldn't find any so I am guessing the Combat controls where you order your NPCs to wield weapons and wear armor are in another datafile (not party.txt) or worse could be hardcoded into the game.

Any help, suggestions, etc would be appreciated.
 
there's a mod out that changes the apperacne for all npc's when they put armour on...
 
there's a mod out that changes the apperacne for all npc's when they put armour on...

But he is trying to make Marcus to wear armour(Normally he can't wear eny).


Combat controls where you order your NPCs to wield weapons and wear armor are in another datafile (not party.txt) or worse could be hardcoded into the game.

Yep that's hardcoded in engine.
 
It works with all recruitable NPCs with the exception of the Robobrain (I could make armor for Goris and the Dogs :D ), while the Robot will successfully wear the armor and get the resistance bonuses; when you exit the map the armor stays in the armor slot but the bonuses are gone (all resistances return to their default state).

Now all I have to do is edit Marcus's script to include the wear armor option on his dialog.
 
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