ı think ı got skippy back from regina but ı cant find it in my inventory now because of that ı cant use skippy what can ı do(ım not sure maybe ı selled reginas gun)
If it were in your stash, it would say: 'Post-quest Skippy is in your stash.' Either you haven’t collected it, lost it somehow, or your save file is corrupted. I’d suggest checking Regina’s place first. Go to her quarters - if it’s still there, it should be on a desk near the right turret when you exit the elevator on the top floor.
It is possible to add it to your inventory but first you should check the status of the Skippy quest and the post-quest Skippy weapon in your game save to avoid conflicts. What do the these commands return when pasted in the CET console command field (press Enter after pasting all the text there)? print("Is Skippy quest done:", Game.GetQuestsSystem():GetFactStr("mq007_done") > 0); print("Is Skippy post-quest reacquired:", Game.GetQuestsSystem():GetFactStr("mq007_skippy_re_acquiring_done") > 0); print("Is Skippy post-quest in your stash:", Game.GetQuestsSystem():GetFactStr("mq007_skippy_stash") > 0); print("Is Skippy in your inventory:", Game.GetTransactionSystem():HasItem(GetPlayer(), ItemID.CreateQuery("Items.mq007_skippy_post_quest")));
I updated the commands above, please make sure to copy and paste all the text in the CET console. Then you can click on each result line in the console window, press Ctrl A to select the line and Ctrl C to copy the text. It should output something like that (this is a normal state after acquiring Skippy and then having it in your stash): Is Skippy quest done: true Is Skippy post-quest reacquired: true Is Skippy post-quest in your stash: true Is Skippy in your inventory: false
It looks like the quest was completed properly, and it seems that you collected the post-quest Skippy from Regina's office, but for some reason, it's now lost. It is possible to add it back, but since you mentioned using a mod that tricks the game into adding some kind of the quest Skippy, this could create a confusing scenario - where you'd have two Skippys in your inventory that look identical but behave differently.
The quest Skippy (the "original" one) and the post-quest Skippy (the one that you can collect from Regina after completing the quest) are two distinct items in the game. By design, you're not supposed to have both. As this mod follows the game's design, it only manages the post-quest Skippy.
Anyway, you can add a post-quest Skippy item with this CET command: Game.GetTransactionSystem():GiveItem(GetPlayer(), ItemID.CreateQuery("Items.mq007_skippy_post_quest"), 1) Conversely, you can remove it with this command: Game.GetTransactionSystem():RemoveItem(GetPlayer(), ItemID.CreateQuery("Items.mq007_skippy_post_quest"), 1)
probably yes. --so basically in short, radioext plays external audio/radio files, --longer version, this mod cant add the true vanilla original skippy back, as that is hardcoded and intergated into his quest,this mod it adds it as an overlay to the game, and the audio files, aka his voice lines, played by skippy are handled by radioext mod not the game itself,,as the game removes skippy permanently...this you can think of as Skippy v alpha 0.002,,,the vanilla one is v0.001
---extra info---so this mod really "simulates" skippy, the real one died in the lava with terminator t800 ---if you dont like it, Regina is the real culprit here who stole the real skippy from you, ...the gun regina gives you back is not the "same skippy" gun, but an empty shell without sh1t attached to it...no skippy, no audio voicelines, nothing..all those are disabled/removed permanently from the save file, as its quest is ticked off as complete...this mod adds those back, "externally"
Yeah, I need it to play external audio files since playing the game's internal ones from mods is problematic (limited control and more requirements). I could probably revive the original Skippy and make the game play its audio, but then it would mess up with the Skippy returned from Regina - you’d have two that look identical in your inventory, so you’d never know which one’s which.
If you move while Skippy talks, his voice bounces between the left and right audio channels. It seems like the audio source is fixed to the player, but somewhere in the back of the head and the game fails to understand where the sound is coming from.
I'm still on v2.13 of the game with no audio mods installed. Normal quest Skippy worked without issues, but the restored/modded one is really annoying to use due to the audio bug.
Amazing mod as I love Skippy, but unfortunately unusable.
Sound source is adjusted to the current player position to hear it as in headphones on every frame. This is the standard radioExt functionality. Works perfectly on my end. Please refer to the Compatibility Info and Issue reporting notes in the Description.
Please refer to the Compatibility Info and Issue reporting notes in the Description. Also please check that all requirements are installed and working.
121 comments
Either you haven’t collected it, lost it somehow, or your save file is corrupted.
I’d suggest checking Regina’s place first.
Go to her quarters - if it’s still there, it should be on a desk near the right turret when you exit the elevator on the top floor.
Please refer to the Compatibility Info and Issue reporting notes in the Description.
What do the these commands return when pasted in the CET console command field (press Enter after pasting all the text there)?
print("Is Skippy quest done:", Game.GetQuestsSystem():GetFactStr("mq007_done") > 0);
print("Is Skippy post-quest reacquired:", Game.GetQuestsSystem():GetFactStr("mq007_skippy_re_acquiring_done") > 0);
print("Is Skippy post-quest in your stash:", Game.GetQuestsSystem():GetFactStr("mq007_skippy_stash") > 0);
print("Is Skippy in your inventory:", Game.GetTransactionSystem():HasItem(GetPlayer(), ItemID.CreateQuery("Items.mq007_skippy_post_quest")));
Then you can click on each result line in the console window, press Ctrl A to select the line and Ctrl C to copy the text.
It should output something like that (this is a normal state after acquiring Skippy and then having it in your stash):
Is Skippy quest done: true
Is Skippy post-quest reacquired: true
Is Skippy post-quest in your stash: true
Is Skippy in your inventory: false
Is Skippy post-quest reacquired: true
Is Skippy post-quest in your stash: false
Is Skippy in your inventory: false
It is possible to add it back, but since you mentioned using a mod that tricks the game into adding some kind of the quest Skippy, this could create a confusing scenario - where you'd have two Skippys in your inventory that look identical but behave differently.
The quest Skippy (the "original" one) and the post-quest Skippy (the one that you can collect from Regina after completing the quest) are two distinct items in the game. By design, you're not supposed to have both.
As this mod follows the game's design, it only manages the post-quest Skippy.
Anyway, you can add a post-quest Skippy item with this CET command:
Game.GetTransactionSystem():GiveItem(GetPlayer(), ItemID.CreateQuery("Items.mq007_skippy_post_quest"), 1)
Conversely, you can remove it with this command:
Game.GetTransactionSystem():RemoveItem(GetPlayer(), ItemID.CreateQuery("Items.mq007_skippy_post_quest"), 1)
--so basically in short, radioext plays external audio/radio files,
--longer version, this mod cant add the true vanilla original skippy back, as that is hardcoded and intergated into his quest,this mod it adds it as an overlay to the game, and the audio files, aka his voice lines, played by skippy are handled by radioext mod not the game itself,,as the game removes skippy permanently...this you can think of as Skippy v alpha 0.002,,,the vanilla one is v0.001
---extra info---so this mod really "simulates" skippy, the real one died in the lava with terminator t800
---if you dont like it, Regina is the real culprit here who stole the real skippy from you, ...the gun regina gives you back is not the "same skippy" gun, but an empty shell without sh1t attached to it...no skippy, no audio voicelines, nothing..all those are disabled/removed permanently from the save file, as its quest is ticked off as complete...this mod adds those back, "externally"
i hope i explained it well, i tried
I could probably revive the original Skippy and make the game play its audio, but then it would mess up with the Skippy returned from Regina - you’d have two that look identical in your inventory, so you’d never know which one’s which.
Are there any entries in the mod's log file?
What does the mod's CET window show?
It seems like the audio source is fixed to the player, but somewhere in the back of the head and the game fails to understand where the sound is coming from.
I'm still on v2.13 of the game with no audio mods installed.
Normal quest Skippy worked without issues, but the restored/modded one is really annoying to use due to the audio bug.
Amazing mod as I love Skippy, but unfortunately unusable.
Works perfectly on my end.
Please refer to the Compatibility Info and Issue reporting notes in the Description.
Also please check that all requirements are installed and working.