QF AspirationaItems.psc

This script determines the spawning of Aspirational Items, special custom weapons available from vendors.

Transcript
Scriptname Fragments:Quests:QF_AspirationalItems_001F2673 Extends Quest Hidden Const
 * BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

Function Fragment_Stage_0000_Item_00 SetStage(700) SetStage(710) SetStage(720) SetStage(1000) SetStage(1010) SetStage(1020) SetStage(1030);END CODE EndFunction
 * BEGIN FRAGMENT Fragment_Stage_0000_Item_00
 * BEGIN CODE
 * Put stuff in Caravan vendors chest
 * END FRAGMENT

Function Fragment_Stage_0001_Item_00 SetStage(110) SetStage(210) SetStage(220) SetStage(310) SetStage(320) SetStage(430) SetStage(440) SetStage(450) SetStage(510) SetStage(610) SetStage(710) SetStage(720) SetStage(810) SetStage(820) SetStage(910) SetStage(1020) SetStage(1030) EndFunction
 * BEGIN FRAGMENT Fragment_Stage_0001_Item_00
 * BEGIN CODE
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0100_Item_00 ObjectReference oVendor = Alias_VendorRailroadTinkerTom.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0100_Item_00
 * BEGIN CODE
 * RAILROAD HQ - Tinker Tom sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Railroad_SniperRifle) oItem.AttachMod(pmod_HuntingRifle_Receiver_MoreDamage2_and_BetterCriticals) oItem.AttachMod(pmod_HuntingRifle_Scope_ScopeLong) oItem.AttachMod(pmod_HuntingRifle_Barrel_Long) oItem.AttachMod(pmod_HuntingRifle_Grip_Stock) oItem.AttachMod(pmod_HuntingRifle_Muzzle_Suppressor) oItem.AttachMod(pmod_Legendary_Weapon_AccuracyNotInCombat) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0110_Item_00 ObjectReference oVendor = Alias_VendorRailroadTinkerTom.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0110_Item_00
 * BEGIN CODE
 * RAILROAD HQ - Tinker Tom sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Railroad_Tuxedo) oItem.AttachMod(pmod_Legendary_Armor_Luck) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0200_Item_00 SetStage(210) SetStage(220)
 * BEGIN FRAGMENT Fragment_Stage_0200_Item_00
 * BEGIN CODE
 * Queue up other aspirational items

ObjectReference oVendor = Alias_VendorInstituteMisc.GetRef
 * INSTITUTE sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_Institute_AutoPlasmaGun) oItem.AttachMod(pmod_PlasmaGun_PlasmaReceiver_MoreDamage1_and_BetterCriticals2) oItem.AttachMod(pmod_PlasmaGun_BarrelPlasma_Spin_B) oItem.AttachMod(pmod_PlasmaGun_Grip_Stock) oItem.AttachMod(pmod_Legendary_Weapon_Speed) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods


 * IS THIS NEEDED?
 * Attach this to the reference alias
 * Alias_TinkerTomSpecial.ForceRefTo(oItem)

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0210_Item_00 ObjectReference oVendor = Alias_VendorInstituteMisc.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0210_Item_00
 * BEGIN CODE
 * INSTITUTE sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Institute_SynthTorso) oItem.AttachMod(pmod_armor_Synth_Arm_Material_4) oItem.AttachMod(pmod_armor_Synth_Lining_Torso_Lighter2) oItem.AttachMod(pmod_Legendary_Armor_Chameleon) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0220_Item_00 ObjectReference oVendor = Alias_VendorInstituteMisc.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0220_Item_00
 * BEGIN CODE
 * INSTITUTE sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Institute_SynthHelmet) oItem.AttachMod(pmod_armor_Synth_Helmet_Material_4) oItem.AttachMod(pmod_Legendary_Armor_Agility_and_Perception) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0300_Item_00 SetStage(310) SetStage(320)
 * BEGIN FRAGMENT Fragment_Stage_0300_Item_00
 * BEGIN CODE
 * Queue up other aspirational items

ObjectReference oVendor = Alias_VendorGoodneighborKleo.GetRef
 * GOODNEIGHBOR Kleo sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_Goodneighbor_MissileLauncher) oItem.AttachMod(pmod_MissileLauncher_Scope_ScopeLong_NV) oItem.AttachMod(pmod_MissileLauncher_TubeMuzzle_Stabilizer) oItem.AttachMod(pmod_Legendary_Weapon_DamageVsHumans) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods


 * IS THIS NEEDED?
 * Attach this to the reference alias
 * Alias_TinkerTomSpecial.ForceRefTo(oItem)

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0310_Item_00 ObjectReference oVendor = Alias_VendorGoodneighborDaisy.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0310_Item_00
 * BEGIN CODE
 * GOODNEIGHBOR Daisy sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Goodneighbor_CombatTorso) oItem.AttachMod(pmod_armor_Combat_Torso_Material_1) oItem.AttachMod(pmod_armor_Combat_Lining_Torso_ImprovedCarryCapacity) oItem.AttachMod(pmod_Legendary_Armor_LessDMGHumans) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0320_Item_00 ObjectReference oVendor = Alias_VendorGoodneighborDaisy.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0320_Item_00
 * BEGIN CODE
 * GOODNEIGHBOR Daisy sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Goodneighbor_CombatLeftLeg) oItem.AttachMod(pmod_armor_Combat_Leg_Material_1) oItem.AttachMod(pmod_armor_Combat_Lining_LimbLeg_ReducedSprint) oItem.AttachMod(pmod_Legendary_Armor_Speed) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0400_Item_00 SetStage(405) SetStage(410) SetStage(420) SetStage(450)
 * BEGIN FRAGMENT Fragment_Stage_0400_Item_00
 * BEGIN CODE
 * Queue up other DC aspirational items

ObjectReference oVendor = Alias_VendorDCCommonwealthWeaponry.GetRef
 * DC Arturo sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_DC_Lasergun) oItem.AttachMod(pmod_LaserGun_LaserReceiver_BetterCriticals2) oItem.AttachMod(pmod_LaserGun_BarrelLaser_Short_B) oItem.AttachMod(pmod_Legendary_Weapon_DamageFirstBlood) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0405_Item_00 ObjectReference oVendor = Alias_VendorDCCommonwealthWeaponry.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0405_Item_00
 * BEGIN CODE
 * DC Arturo sells

ObjectReference oItem = oVendor.PlaceAtMe(pLL_PipeGun) oItem.AttachMod(pmod_PipeGun_Muzzle_Suppressor)
 * Change out the mods
 * oItem.AttachMod(pmod_PipeRevolver_Receiver_MoreDamage1)
 * oItem.AttachMod(pmod_PipeRevolver_Barrel_LightShort)

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0410_Item_00 ObjectReference oVendor = Alias_VendorDCSwatters.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0410_Item_00
 * BEGIN CODE
 * DC Moe sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_DC_Bat) oItem.AttachMod(pmod_melee_BaseballBat_Spikes) oItem.AttachMod(pmod_Legendary_Weapon_VATSMelee) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0420_Item_00 ObjectReference oVendor = Alias_VendorDCCommonwealthWeaponry.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0420_Item_00
 * BEGIN CODE
 * DC Arturo sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_DC_Fatman) oItem.AttachMod(pmod_Legendary_Weapon_TwoShot) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCostLesser)
 * Change out the mods
 * oItem.AttachMod(pmod_Legendary_Weapon_Damage)

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0430_Item_00 SetStage(440)
 * BEGIN FRAGMENT Fragment_Stage_0430_Item_00
 * BEGIN CODE
 * Queue up other aspirational items

ObjectReference oVendor = Alias_VendorDCFallon.GetRef
 * DC Becky Fallon sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_DC_MetalTorso) oItem.AttachMod(pmod_armor_Metal_Torso_Material_4) oItem.AttachMod(pmod_armor_Metal_Lining_Torso_Explosion2) oItem.AttachMod(pmod_Legendary_Armor_LessDMGRobots) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0440_Item_00 ObjectReference oVendor = Alias_VendorDCFallon.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0440_Item_00
 * BEGIN CODE
 * DC Becky Fallon sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_DC_MetalRightArm) oItem.AttachMod(pmod_armor_Metal_Arm_Material_4) oItem.AttachMod(pmod_armor_Metal_Lining_Limb_ResistanceLimbDamage) oItem.AttachMod(pmod_Legendary_Armor_Agility_and_Perception) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0450_Item_00 ObjectReference oVendor = Alias_VendorDCSurplus.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0450_Item_00
 * BEGIN CODE
 * DC Becky Fallon sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_DC_LeatherTorso) oItem.AttachMod(pmod_armor_Leather_Torso_Material_4) oItem.AttachMod(pmod_armor_Leather_Lining_Torso_Mesh_BioComm) oItem.AttachMod(pmod_Legendary_Armor_Agility_and_Perception) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0500_Item_00 SetStage(510)
 * BEGIN FRAGMENT Fragment_Stage_0500_Item_00
 * BEGIN CODE
 * Queue up other aspirational items

ObjectReference oVendor = Alias_VendorCovenantPenny.GetRef
 * COVENANT Penny sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_Covenant_Shotgun) oItem.AttachMod(pmod_CombatShotgun_Receiver_MoreDamage2) oItem.AttachMod(pmod_CombatShotgun_GripShotgun_StockMarksmans) oItem.AttachMod(pmod_CombatShotgun_Muzzle_Compensator) oItem.AttachMod(pmod_Legendary_Weapon_ChanceToStagger) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0510_Item_00 ObjectReference oVendor = Alias_VendorCovenantPenny.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0510_Item_00
 * BEGIN CODE
 * COVENANT Penny sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Covenant_CombatHelmet) oItem.AttachMod(pmod_armor_Combat_Helmet_Material_1) oItem.AttachMod(pmod_Legendary_Armor_Charisma_and_Intelligence) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0600_Item_00 SetStage(610)
 * BEGIN FRAGMENT Fragment_Stage_0600_Item_00
 * BEGIN CODE
 * Queue up other aspirational items

ObjectReference oVendor = Alias_VendorBunkerHillDeb.GetRef
 * BUNKER HILL Deb sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_BunkerHill_10mm) oItem.AttachMod(pmod_10mm_Receiver_MoreDamage2_and_BetterCriticals) oItem.AttachMod(pmod_10mm_Grip_Better2) oItem.AttachMod(pmod_10mm_Mag_Large) oItem.AttachMod(pmod_10mm_Scope_ScopeTargeting) oItem.AttachMod(pmod_Legendary_Weapon_DamageLimb) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0610_Item_00 ObjectReference oVendor = Alias_VendorBunkerHillDeb.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0610_Item_00
 * BEGIN CODE
 * BUNKER HILL Deb sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_BunkerHill_CombatLeftArm) oItem.AttachMod(pmod_armor_Combat_Arm_Material_1) oItem.AttachMod(pmod_armor_Combat_Lining_LimbArm_BetterBlocking) oItem.AttachMod(pmod_Legendary_Armor_LessDamageBlockSprint) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0700_Item_00 ObjectReference oVendor = Alias_VendorCaravanCricket.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0700_Item_00
 * BEGIN CODE
 * CARAVAN Cricket sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_Caravan_SMG) oItem.AttachMod(pmod_SubmachineGun_Receiver_Automatic1_and_MoreDamage2) oItem.AttachMod(pmod_SubmachineGun_Grip_StockRecoil) oItem.AttachMod(pmod_SubmachineGun_Mag_LargeQuick) oItem.AttachMod(pmod_SubmachineGun_Muzzle_Suppressor) oItem.AttachMod(pmod_Legendary_Weapon_ExplosiveBullets) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0710_Item_00 ObjectReference oVendor = Alias_VendorCaravanLucas.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0710_Item_00
 * BEGIN CODE
 * CARAVAN Lucas Miller sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Caravan_MetalLeftArm) oItem.AttachMod(pmod_armor_Metal_Arm_Material_4) oItem.AttachMod(pmod_armor_Metal_Lining_Limb_ResistanceLimbDamage) oItem.AttachMod(pmod_Legendary_Armor_Strength_and_Endurance) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0720_Item_00 ObjectReference oVendor = Alias_VendorCaravanLucas.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0720_Item_00
 * BEGIN CODE
 * CARAVAN Lucas Miller sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Caravan_LeatherRightLeg) oItem.AttachMod(pmod_armor_Leather_Leg_Material_4) oItem.AttachMod(pmod_armor_Leather_Lining_Limb_ResistanceRadiation) oItem.AttachMod(pmod_Legendary_Armor_LessDMGSuperMutants) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0800_Item_00 SetStage(810) SetStage(820)
 * BEGIN FRAGMENT Fragment_Stage_0800_Item_00
 * BEGIN CODE
 * Queue up other aspirational items

ObjectReference oVendor = Alias_VendorBoSTeagan.GetRef
 * BROTHERHOOD Teagan sells
 * BROTHERHOOD Teagan sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_BoS_PlasmaGun) oItem.AttachMod(pmod_PlasmaGun_PlasmaReceiver_MoreDamage_2) oItem.AttachMod(pmod_PlasmaGun_BarrelPlasma_Sniper_B) oItem.AttachMod(pmod_PlasmaGun_Scope_ScopeLong) oItem.AttachMod(pmod_Legendary_Weapon_DamageVsSupermutants) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) /; EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0810_Item_00 ObjectReference oVendor = Alias_VendorBoSTeagan.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0810_Item_00
 * BEGIN CODE
 * BROTHERHOOD Teagan sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_BoS_ShadowHelmet) oItem.AttachMod(pmod_armor_Combat_Helmet_Material_3) oItem.AttachMod(pmod_Legendary_Armor_APCost) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0820_Item_00 ObjectReference oVendor = Alias_VendorBoSTeagan.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0820_Item_00
 * BEGIN CODE
 * BROTHERHOOD Teagan sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_BoS_ShadowTorso) oItem.AttachMod(pmod_armor_Combat_Torso_Material_3) oItem.AttachMod(pmod_armor_Combat_Lining_Torso_ResistanceRadiation) oItem.AttachMod(pmod_Legendary_Armor_APRegen) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0900_Item_00 SetStage(910)
 * BEGIN FRAGMENT Fragment_Stage_0900_Item_00
 * BEGIN CODE
 * Queue up other aspirational items

ObjectReference oVendor = Alias_VendorV81Alexis.GetRef
 * V81 Alexis Combes sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_V81_CombatRifle) oItem.AttachMod(pmod_CombatRifle_Receiver_Automatic1_and_ArmorPiercing) oItem.AttachMod(pmod_CombatRifle_Grip_StockRecoil) oItem.AttachMod(pmod_CombatRifle_Scope_ScopeShort_NV) oItem.AttachMod(pmod_Legendary_Weapon_TwoShot) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_0910_Item_00 ObjectReference oVendor = Alias_VendorV81Alexis.GetRef
 * BEGIN FRAGMENT Fragment_Stage_0910_Item_00
 * BEGIN CODE
 * V81 Alexis Combes sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_V81_CombatRightLeg) oItem.AttachMod(pmod_armor_Combat_Leg_Material_1) oItem.AttachMod(pmod_armor_Combat_Lining_Limb_ResistanceLimbDamage) oItem.AttachMod(pmod_Legendary_Armor_Speed) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_1000_Item_00 ObjectReference oVendor = pWorkshopVendorChestWeaponRonnieShawNoRespawn
 * BEGIN FRAGMENT Fragment_Stage_1000_Item_00
 * BEGIN CODE
 * WORKSHOP sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_Work_GaussRifle) oItem.AttachMod(pmod_GaussRifle_GaussBarrel_Long_and_MoreDamage1) oItem.AttachMod(pmod_GaussRifle_GaussMag_ExtraLarge_and_MoreDamage2) oItem.AttachMod(pmod_GaussRifle_Scope_ScopeLong_NV) oItem.AttachMod(pmod_GaussRifle_Muzzle_Compensator) oItem.AttachMod(pmod_Legendary_Weapon_DamageLimb) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_1010_Item_00 ObjectReference oVendor = pWorkshopVendorChestWeapon05NoRespawn
 * BEGIN FRAGMENT Fragment_Stage_1010_Item_00
 * BEGIN CODE
 * WORKSHOP sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Weapon_Work_Ripper) oItem.AttachMod(pmod_Legendary_Weapon_LessDamageStandStill) oItem.AttachMod(pmod_Aspiration_Weapon_IncreasedCost)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_1020_Item_00 ObjectReference oVendor = pWorkshopVendorChestArmor05NoRespawn
 * BEGIN FRAGMENT Fragment_Stage_1020_Item_00
 * BEGIN CODE
 * WORKSHOP sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Work_MetalTorso) oItem.AttachMod(pmod_armor_Metal_Torso_Material_4) oItem.AttachMod(pmod_armor_Metal_Lining_Torso_FlameResistance) oItem.AttachMod(pmod_Legendary_Armor_LowHealthSlowTime) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCostMedium)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT

Function Fragment_Stage_1030_Item_00 ObjectReference oVendor= pWorkshopVendorChestMisc05NoRespawn
 * BEGIN FRAGMENT Fragment_Stage_1030_Item_00
 * BEGIN CODE
 * WORKSHOP sells

ObjectReference oItem = oVendor.PlaceAtMe(pAspiration_Armor_Work_MetalLeftLeg) oItem.AttachMod(pmod_armor_Metal_Leg_Material_4) oItem.AttachMod(pmod_armor_Metal_Lining_Limb_ResistanceRadiation) oItem.AttachMod(pmod_Legendary_Armor_ResistancesInverseHealth) oItem.AttachMod(pmod_Aspiration_Armor_IncreasedCostMediumNotTorso)
 * Change out the mods

oVendor.AddItem(oItem) EndFunction
 * Move it into the vendor
 * Game.GetPlayer.AddItem(oItem)
 * END CODE
 * END FRAGMENT


 * END FRAGMENT CODE - Do not edit anything between this and the begin comment

ObjectMod Property pmod_HuntingRifle_Receiver_MoreDamage2_and_BetterCriticals Auto Const ObjectMod Property pmod_HuntingRifle_Scope_ScopeLong Auto Const

ReferenceAlias Property Alias_VendorRailroadTinkerTom Auto Const

LeveledItem Property pAspiration_Railroad_SniperRifle Auto Const

ReferenceAlias Property Alias_TinkerTomSpecial Auto Const

ObjectMod Property pmod_Aspiration_Weapon_IncreasedCost Auto Const

ObjectMod Property pmod_Legendary_Weapon_AccuracyNotInCombat Auto Const

LeveledItem Property pAspiration_Weapon_Institute_AutoPlasmaGun Auto Const

ObjectMod Property pmod_Legendary_Weapon_Speed Auto Const

ObjectMod Property pmod_PlasmaGun_PlasmaReceiver_MoreDamage1_and_BetterCriticals2 Auto Const

ObjectMod Property pmod_PlasmaGun_BarrelPlasma_Spin_B Auto Const

ObjectMod Property pmod_PlasmaGun_Grip_Stock Auto Const

ObjectMod Property pmod_HuntingRifle_Barrel_Long Auto Const

ObjectMod Property pmod_HuntingRifle_Grip_Stock Auto Const

ObjectMod Property pmod_HuntingRifle_Muzzle_Suppressor Auto Const

ObjectMod Property pmod_Legendary_Weapon_DamageVsHumans Auto Const

LeveledItem Property pAspiration_Weapon_Goodneighbor_MissileLauncher Auto Const

ObjectMod Property pmod_MissileLauncher_Scope_ScopeLong_NV Auto Const

ObjectMod Property pmod_MissileLauncher_TubeMuzzle_Stabilizer Auto Const

ReferenceAlias Property Alias_VendorGoodneighborKleo Auto Const

ObjectReference Property pVendorAspirationInstitute Auto Const

ReferenceAlias Property Alias_VendorInstituteMisc Auto Const

ReferenceAlias Property Alias_VendorDCCommonwealthWeaponry Auto Const

LeveledItem Property pAspiration_Weapon_DC_Lasergun Auto Const

ObjectMod Property pmod_Legendary_Weapon_DamageFirstBlood Auto Const

ObjectMod Property pmod_LaserGun_LaserReceiver_BetterCriticals2 Auto Const

ObjectMod Property pmod_LaserGun_BarrelLaser_Short_B Auto Const

ReferenceAlias Property Alias_VendorDCSwatters Auto Const

LeveledItem Property pAspiration_Weapon_DC_Bat Auto Const

ObjectMod Property pmod_Legendary_Weapon_VATSMelee Auto Const

ObjectMod Property pmod_melee_BaseballBat_Spikes Auto Const

ReferenceAlias Property Alias_VendorCovenantPenny Auto Const

ObjectMod Property pmod_Legendary_Weapon_ChanceToStagger Auto Const

LeveledItem Property pAspiration_Weapon_Covenant_Shotgun Auto Const

ObjectMod Property pmod_CombatShotgun_Receiver_MoreDamage2 Auto Const

ObjectMod Property pmod_CombatShotgun_GripShotgun_StockMarksmans Auto Const

ObjectMod Property pmod_CombatShotgun_Muzzle_Compensator Auto Const

ReferenceAlias Property Alias_VendorBunkerHillDeb Auto Const

LeveledItem Property pAspiration_Weapon_BunkerHill_10mm Auto Const

ObjectMod Property pmod_10mm_Receiver_MoreDamage2_and_BetterCriticals Auto Const

ObjectMod Property pmod_10mm_Grip_Better2 Auto Const

ObjectMod Property pmod_10mm_Mag_Large Auto Const

ObjectMod Property pmod_10mm_Scope_ScopeTargeting Auto Const

ObjectMod Property pmod_Legendary_Weapon_DamageLimb Auto Const

ReferenceAlias Property Alias_VendorCaravanCricket Auto Const

LeveledItem Property pAspiration_Weapon_Caravan_SMG Auto Const

ObjectMod Property pmod_Legendary_Weapon_ExplosiveBullets Auto Const

ObjectMod Property pmod_SubmachineGun_Receiver_Automatic1_and_MoreDamage2 Auto Const

ObjectMod Property pmod_SubmachineGun_Grip_StockRecoil Auto Const

ObjectMod Property pmod_SubmachineGun_Mag_LargeQuick Auto Const

ObjectMod Property pmod_SubmachineGun_Muzzle_Suppressor Auto Const

ReferenceAlias Property Alias_VendorBoSTeagan Auto Const

LeveledItem Property pAspiration_Weapon_BoS_PlasmaGun Auto Const

ObjectMod Property pmod_Legendary_Weapon_DamageVsSupermutants Auto Const

ObjectMod Property pmod_PlasmaGun_PlasmaReceiver_MoreDamage_2 Auto Const

ObjectMod Property pmod_PlasmaGun_BarrelPlasma_Sniper_B Auto Const

ObjectMod Property pmod_PlasmaGun_Scope_ScopeLong Auto Const

ReferenceAlias Property Alias_VendorV81Alexis Auto Const

LeveledItem Property pAspiration_Weapon_V81_CombatRifle Auto Const

ObjectMod Property pmod_Legendary_Weapon_TwoShot Auto Const

ObjectMod Property pmod_CombatRifle_Receiver_Automatic1_and_ArmorPiercing Auto Const

ObjectMod Property pmod_CombatRifle_Grip_StockRecoil Auto Const

ObjectMod Property pmod_CombatRifle_Scope_ScopeShort_NV Auto Const

LeveledItem Property pAspiration_Weapon_DC_Fatman Auto Const

ObjectMod Property pmod_Legendary_Weapon_Damage Auto Const

ReferenceAlias Property Alias_VendorDCFallon Auto Const

LeveledItem Property pAspiration_Armor_DC_MetalTorso Auto Const

ObjectMod Property pmod_Legendary_Armor_LessDMGRobots Auto Const

ObjectMod Property pmod_armor_Metal_Leg_Material_4 Auto Const

ObjectMod Property pmod_armor_Metal_Torso_Material_4 Auto Const

LeveledItem Property pAspiration_Armor_DC_MetalRightArm Auto Const

ObjectMod Property pmod_Legendary_Armor_Agility_and_Perception Auto Const

ObjectMod Property pmod_armor_Metal_Arm_Material_4 Auto Const

ObjectMod Property pmod_armor_Metal_Lining_Limb_ResistanceLimbDamage Auto Const

LeveledItem Property pAspiration_Armor_DC_LeatherTorso Auto Const

ReferenceAlias Property Alias_VendorDCSurplus Auto Const

ObjectMod Property pmod_Legendary_Armor_LowHealthSlowTime Auto Const

ObjectMod Property pmod_armor_Leather_Torso_Material_4 Auto Const

ObjectMod Property pmod_Aspiration_Weapon_IncreasedCostLesser Auto Const

ReferenceAlias Property Alias_VendorCaravanLucas Auto Const

LeveledItem Property pAspiration_Armor_Caravan_MetalLeftArm Auto Const

ObjectMod Property pmod_Legendary_Armor_Strength_and_Endurance Auto Const

LeveledItem Property pAspiration_Armor_Caravan_LeatherRightLeg Auto Const

ObjectMod Property pmod_Legendary_Armor_LessDMGSuperMutants Auto Const

ObjectMod Property pmod_armor_Leather_Leg_Material_4 Auto Const

ObjectMod Property pmod_armor_Leather_Lining_Limb_ResistanceRadiation Auto Const

ObjectMod Property pmod_Aspiration_Armor_IncreasedCost Auto Const

LeveledItem Property pAspiration_Armor_Goodneighbor_CombatTorso Auto Const

ObjectMod Property pmod_Legendary_Armor_LessDMGHumans Auto Const

ObjectMod Property pmod_armor_Combat_Torso_Material_1 Auto Const

ObjectMod Property pmod_armor_Combat_Lining_Torso_ImprovedCarryCapacity Auto Const

LeveledItem Property pAspiration_Armor_Goodneighbor_CombatLeftLeg Auto Const

ObjectMod Property pmod_Legendary_Armor_Speed Auto Const

ObjectMod Property pmod_armor_Combat_Leg_Material_1 Auto Const

ReferenceAlias Property Alias_VendorGoodneighborDaisy Auto Const

LeveledItem Property pAspiration_Armor_Covenant_CombatHelmet Auto Const

ObjectMod Property pmod_Legendary_Armor_Charisma_and_Intelligence Auto Const

ObjectMod Property pmod_armor_Combat_Helmet_Material_1 Auto Const

LeveledItem Property pAspiration_Armor_BunkerHill_CombatLeftArm Auto Const

ObjectMod Property pmod_Legendary_Armor_LessDamageBlockSprint Auto Const

ObjectMod Property pmod_armor_Combat_Arm_Material_1 Auto Const

ObjectMod Property pmod_armor_Combat_Lining_LimbArm_BetterBlocking Auto Const

LeveledItem Property pAspiration_Armor_V81_CombatRightLeg Auto Const

ObjectMod Property pmod_armor_Combat_Lining_Limb_ResistanceLimbDamage Auto Const

LeveledItem Property pAspiration_Armor_Railroad_Tuxedo Auto Const

ObjectMod Property pmod_Legendary_Armor_Luck Auto Const

LeveledItem Property pAspiration_Armor_BoS_ShadowHelmet Auto Const

ObjectMod Property pmod_Legendary_Armor_APCost Auto Const

ObjectMod Property pmod_armor_Combat_Helmet_Material_3 Auto Const

LeveledItem Property pAspiration_Armor_BoS_ShadowTorso Auto Const

ObjectMod Property pmod_Legendary_Armor_APRegen Auto Const

ObjectMod Property pmod_armor_Combat_Torso_Material_3 Auto Const

ObjectMod Property pmod_armor_Combat_Lining_Torso_ResistanceRadiation Auto Const

LeveledItem Property pAspiration_Armor_Institute_SynthTorso Auto Const

ObjectMod Property pmod_Legendary_Armor_Chameleon Auto Const

ObjectMod Property pmod_armor_Synth_Arm_Material_4 Auto Const

LeveledItem Property pAspiration_Armor_Institute_SynthHelmet Auto Const

ObjectMod Property pmod_armor_Synth_Helmet_Material_4 Auto Const

LeveledItem Property pAspiration_Weapon_Work_GaussRifle Auto Const Mandatory

ObjectMod Property pmod_GaussRifle_GaussBarrel_Long_and_MoreDamage1 Auto Const Mandatory

ObjectMod Property pmod_GaussRifle_GaussMag_ExtraLarge_and_MoreDamage2 Auto Const Mandatory

ObjectMod Property pmod_GaussRifle_Scope_ScopeLong_NV Auto Const Mandatory

ObjectMod Property pmod_GaussRifle_Muzzle_Compensator Auto Const Mandatory

LeveledItem Property pAspiration_Weapon_Work_Ripper Auto Const Mandatory

ObjectMod Property pmod_Legendary_Weapon_LessDamageStandStill Auto Const Mandatory

LeveledItem Property pAspiration_Armor_Work_MetalTorso Auto Const Mandatory

ObjectMod Property pmod_Legendary_Armor_ResistancesInverseHealth Auto Const Mandatory

LeveledItem Property pAspiration_Armor_Work_MetalLeftLeg Auto Const Mandatory

ObjectMod Property pmod_armor_Metal_Lining_Limb_ResistanceRadiation Auto Const Mandatory

ObjectReference Property pWorkshopVendorChestArmor05NoRespawn Auto Const ObjectReference Property pWorkshopVendorChestMisc05NoRespawn Auto Const ObjectReference Property pWorkshopVendorChestWeapon05NoRespawn Auto Const ObjectReference Property pWorkshopVendorChestWeaponRonnieShawNoRespawn Auto Const

LeveledItem Property pLL_PipeRevolver Auto Const Mandatory

ObjectMod Property pmod_PipeRevolver_Muzzle_Suppressor Auto Const Mandatory

ObjectMod Property pmod_PipeRevolver_Receiver_MoreDamage1 Auto Const Mandatory

ObjectMod Property pmod_PipeRevolver_Barrel_LightShort Auto Const Mandatory

ObjectMod Property pmod_armor_Synth_Lining_Torso_Lighter2 Auto Const Mandatory

ObjectMod Property pmod_armor_Combat_Lining_LimbLeg_ReducedSprint Auto Const Mandatory

ObjectMod Property pmod_armor_Metal_Lining_Torso_Explosion2 Auto Const Mandatory

ObjectMod Property pmod_armor_Leather_Lining_Torso_Mesh_BioComm Auto Const Mandatory

ObjectMod Property pmod_armor_Metal_Lining_Torso_FlameResistance Auto Const Mandatory

LeveledItem Property pLL_PipeGun Auto Const Mandatory

ObjectMod Property pmod_Aspiration_Armor_IncreasedCostMedium Auto Const Mandatory

ObjectMod Property pmod_Aspiration_Armor_IncreasedCostMediumNotTorso Auto Const Mandatory

LeveledItem Property pLL_PipeBoltAction Auto Const Mandatory

ConstructibleObject Property pco_mod_Pipe_Muzzle_Suppressor Auto Const Mandatory

ObjectMod Property pmod_PipeGun_Muzzle_Suppressor Auto Const Mandatory