DylanRPG 7 Posted July 21, 2017 That's good to hear. But just to make sure: DON'T place files in .rim files. Use .mod files instead so that the vanilla files are not replaced. Thank you, that is what I did. I found a tutorial on these forums about how to edit the script with the footlocker. It was actually in response to someone who wanted to add something depending on class, which isn't what I needed. But I figured out to do what I needed to do. I changed the script like so: string stringGLOB_15 = "g_i_credits012"; // Prototypes object sub5(); void sub4(); void sub3(object objectParam1, int intParam2, int intParam3); int sub2(object objectParam1, int intParam2); int sub1(); object sub5() { return GetObjectByTag(stringGLOB_1, 0); } void sub4() { object object1 = GetObjectByTag(stringGLOB_13, 0); CreateItemOnObject(stringGLOB_15, object1, 3000); int int1 = GetClassByPosition(1, GetFirstPC()); if ((int1 == 2)) { CreateItemOnObject(stringGLOB_10, object1, 1); CreateItemOnObject(stringGLOB_11, object1, 1); CreateItemOnObject(stringGLOB_12, object1, 1); } else { if ((int1 == 1)) { CreateItemOnObject(stringGLOB_7, object1, 1); CreateItemOnObject(stringGLOB_8, object1, 1); CreateItemOnObject(stringGLOB_9, object1, 1); } else { if ((int1 == 0)) { CreateItemOnObject(stringGLOB_4, object1, 1); CreateItemOnObject(stringGLOB_5, object1, 1); CreateItemOnObject(stringGLOB_6, object1, 1); } } } if (GetHasSkill(2, GetFirstPC())) { CreateItemOnObject(stringGLOB_14, object1, 1); } } I then compiled it as k_pend_area_01.ncs and put it in the Override folder. In a way it was simpler to do than I imagined, but without the direction I would never have been able to figure it out. Quote Share this post Link to post Share on other sites