Modifying a projectile via scripting?

Post » Tue Aug 04, 2015 12:06 am

I have an idea for a trait that causes all thrown explosives to be set to 'trigger on impact' (IE, grenades explode as soon as they land which is good, but so do mines which is bad). But after extensive googling, I still don't know if this is even possible. I mean, I would assume that you would be able to modify the options in a GECK form via scripting, but I can't seem to find any information on this. Can anyone tell me where to look?

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Philip Lyon
 
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