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#21
Zephyr2011

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the reason why you are having difficulty spawning items from a mod is because you likely aren't using the correct first two digits, the template for an item code is: xx000000 where x is the file's position in your load order and the 0s are whatever the rest of the id is, if you have FOMM i suggest using that because it tells you what the first two digits should be. In the GECK it only calculates the load order of the files you are examining so if you have the ffook esp as say seventeenth in your load order the id coad in the game for gun x is 0000blahblahblah, but in the game with all your other files loaded it would be xx00blahblahblah (again where xx is the load order code denominator, see FOMM for an easier examination of what the first two digits are for any loaded files.) hope I was of help, I don't know how frequent this question is however it's not the first time I've answered it maybe worth putting a blerb about it in this thread, I haven't checked the links for people looking for console codes so I don't know if it's addressed there.

#22
baliog

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I used the activatorinvalidator or what ever and it's sposed to make it where my mods will work correct well it isn't I need assistance also btw I'm using seven



#23
staticnoise

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the reason why you are having difficulty spawning items from a mod is because you likely aren't using the correct first two digits, the template for an item code is: xx000000 where x is the file's position in your load order and the 0s are whatever the rest of the id is, if you have FOMM i suggest using that because it tells you what the first two digits should be. In the GECK it only calculates the load order of the files you are examining so if you have the ffook esp as say seventeenth in your load order the id coad in the game for gun x is 0000blahblahblah, but in the game with all your other files loaded it would be xx00blahblahblah (again where xx is the load order code denominator, see FOMM for an easier examination of what the first two digits are for any loaded files.) hope I was of help, I don't know how frequent this question is however it's not the first time I've answered it maybe worth putting a blerb about it in this thread, I haven't checked the links for people looking for console codes so I don't know if it's addressed there.


i have also come to notice or discover....you may think you have the right codes...and your doing it right....but the number is off by 1 or something becuse your load order is off....example....i had fallout first and then the DLC....like it should be....but for some brain dead reason i dont remember why i thought it was ok to stick something inbeteen them like...
FO3 esm
somerandommod esm
DLC esm's
that was a mod but also a master(esm) but having it after fallout and before the DLCs made the number off from what FOMM showed.....so like way down tha list if i wanted an item from a mod and its number 5300asas....it was off and i had to go one up or down i dont remember wich like use 54 instead or 52 i dont remember...but it was off by 1 untill i moved tha mod esm where it should have been below the DLCs

#24
IMinty

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Fallout 3 can be modded on the Xbox360
Fallout 3 Mods - Xbox360 Devastators Editor

#25
RaiderKillingBadass

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I made a topic now. Here is the wrong topic sooorryyy ;D

#26
TrickyDick

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Fallout 3 can be modded on the Xbox360
Fallout 3 Mods - Xbox360 Devastators Editor



I don't know if I'd call that "modding", so much as "cheating for caps"

#27
Hijaxx

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Probably a total noob question, but:

How do i create custom perks?

#28
MoreSly

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I downloaded fext's "15th Century Sword" mod, but I have no idea where to put the UV Map file and can't seem to find the information I need to figure out where to put it. Could someone help me out please? :confused:

#29
Dragon0015

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Can anyone tell me how to add a gun that i made into my house? And how toput a building i made into the map and add an icon for it...sorry for so many questions just started modding Fallout 3 and i cant find any tut.s for it. thnx

#30
ExtremeTurdball

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alright so i am trying to make an AI Package for a mod im making and im having trouble. i already looked at the geck tutorial wiki. what i am going for is a package that makes my npcs wander the wasteland, not just 2 points or just one cell, and then return to a base i made when it is 8 PM. i have no trouble getting them to go to the base, but its the wandering during the day. if anyone can help, that would be great.




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