Well I have run into an issue I am just clueless about. Several NPC's in my mod seem to have an issue with weapons. They float near them, but arent actually in their hands or anything. Its very weird. I noticed it when they had Police Batons. They would hold their hands out like they were fist fighting, but the batons would float nearby their hands. Then one of my testers also noticed and took these screen shots. This time when they are holding assault rifles.
http://www.mediafire...c1fbe2ff66g.jpg
http://www.mediafire...a17bd91b76g.jpg
The guns are literally replicas of Assault rifles. I just opened it, gave a new form ID, then said yes make a new form. I have a small script on them, but all it does is prevent the player from picking them up which should not affect them. Does anyone know what causes this and how I can fix it? Like I said, it seems to happen with multiple weapons, so is something wrong with the NPC's?
If you do an 'openteammatecontainer 1' on them from the console, then close, does it fix it? then it's the 'wristwatch weapon' bug. You may also see the weapon doubled up in their inventory.
I've seen different ways of correcting this, but my favorite way of detecting the condition on my followers through script is to get the weapon health with npcRef.GetWeaponHealthPerc. It will always report as 100% when the weapon is on their wrist. Then you can do something like this:
npc.setalert 0 (if you have them at alert)npcRef.unequipitem rweaponnpcRef.removeitem rweapon 1 wait for a secondnpcRef.additemhealthpercent rweapon 1 .60npcRef.equipItem rweaponnpcRef.setalert 1 (if you want)
The problem gets really bad if the npc's weapon is out (setalert 1) and goes through doors to another cell.