and in general it is possible to replace the gun of the skiff with another gun from the game? it would not be bad to change to APB, even if in the scenes there will be PM it is not bad. Is there any way to replace the model through a script? Or is there a similar mod?
its annoying that it is the way it is. ive wanted to try out other pistols but why would i waste weight on an extra pistol. just a strange design choice to force people to keep skif's pistol in your inventory because of cutscenes
Oblivion Lost: knife in own slot, flashlight with batteries, advanced PDA system, A-Life-we-never-got.
Original trilogy: knife glued to hand, unlimited flashlight nailed to the head, A-working-Life.
S.T.A.L.K.E.R. 2: now also handgun is cursed and cannot be thrown away (cause of course we need more "fancy" cutscenes instead of having a properly implemented scripted standardised weapon animation – not "action-movie"y enough) – An-empty-Life.
S.T.A.L.K.E.R. 3: enough with the inventory, let's just allow Gordon Freeman with unlimited backpack and all weapons into the Zone – Half-Life.
Hey man, is there a chance to do this with Bubba's PDA? At a certain point in the game you'll find a PDA (Bubba's PDA) which has a quest-mark on it. However, there is no quest associated to it at all, so that mark was set into the item by mistake (most likely) but due to that mark you cannot remove it. Using the console maybe there is a way to get rid of it? It takes inventory space.
The Devs will eventually fix this in a future patch, but who knows how long this is going to take.
Works patch 1.1.3 on saved game with the instructions. I have plenty mods running together with merged patch. Did conflict with 1 other mod which i gave priority over this mod (i checked it didn't edit any important lines). Thank you CrownedC for saving my stalker sanity!
Also having issues getting this to work. I am able to install the console mod, and the console commands on the description page function as I would expect them to: the first command removes the pistol from my hands, the second one spawns a new one on the floor in front of me. However, the pistol retains it's quest status and after picking it back up, I can't remove it from my inventory. I'm not really sure what I'm doing wrong.
36 comments
Original trilogy: knife glued to hand, unlimited flashlight nailed to the head, A-working-Life.
S.T.A.L.K.E.R. 2: now also handgun is cursed and cannot be thrown away (cause of course we need more "fancy" cutscenes instead of having a properly implemented scripted standardised weapon animation – not "action-movie"y enough) – An-empty-Life.
S.T.A.L.K.E.R. 3: enough with the inventory, let's just allow Gordon Freeman with unlimited backpack and all weapons into the Zone – Half-Life.
At a certain point in the game you'll find a PDA (Bubba's PDA) which has a quest-mark on it. However, there is no quest associated to it at all, so that mark was set into the item by mistake (most likely) but due to that mark you cannot remove it. Using the console maybe there is a way to get rid of it? It takes inventory space.
The Devs will eventually fix this in a future patch, but who knows how long this is going to take.
By "new save" do you mean "new game?"
?