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Everything posted by VirtualVictory
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I recently started using Outfit Studio after I learned you could replace any outfit in game with whatever mesh and texture you desire, I wish I could've known sooner. Anyways, I have easy questions so I am hoping someone could answer, 1. How do I load multiple meshes together? I see some CBBE outfits using multiple meshes for the body itself, a belt and other accessories, why is this? Can't they just use one mesh? 2. How do I add meshes and textures to my outfits in Outfit Studio? I want to combine some of these meshes, how could I do that? 3. Why is it that whenever I preview an outfit, it's textureless?
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Can someone please help me reset this quest?
VirtualVictory replied to VirtualVictory's topic in Fallout 4's Discussion
I figured I would let everyone know how I reset this quest, along with many others. What you have to do is: 1. ResetQuest "Base ID of Quest" 2. ReloadScript "QuestScript" For this quest it's "MQ00MamaMurphyQuestScript" Again, together, it's: "ReloadScript MQ00MamaMurphyQuestScript" 2. ClearQuestAliases "Quest Base ID" 1 3. SetQuestAliases "Quest Base ID" 1 4. Save your game and exit to main menu. 5. StartQuest "Quest Base ID" You can type "sqv "Quest Base ID" to see if the quest is running and if it's not, repeat the steps. ResetQuest EBE71 ReloadScript MQ00MamaMurphyQuestScript ClearQuestAliases EBE71 SetQuestAliases EBE71 Save & Exit StartQuest EBE71 SetStage EBE71 10 Etc.. ClearQuestAliases EBE71 Note: After you have completed a quest in the way you want, you need to clear the quest aliases again! Multiple quests can't use the same aliases at once so when you would try to clearquestaliases in another quest that uses Mama Murphy or any npc for that matter, it will fail.- 5 replies
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Crash in SLM after clicking on face
VirtualVictory replied to symphoni's topic in Fallout 4's Discussion
I have that issue when I play around with "recycleactor" and "slm reference#" but it certainly doesn't crash immediately. If you have any .esp mods, I would suggest uninstalling them and testing it. I stick strictly with texture and meshes. If your mods aren't the issue, I recommend you trying to find the 1.1.29 original game files from somewhere. I'm having an issue where it won't let me edit an npc using slm, it just won't update their face. -
Using Console to Change NPC Appearance?
VirtualVictory replied to thebeast505's topic in Fallout 4's Discussion
Say, does anyone now how to make this work on Scribe Haylen, Desdemona, Glory, or Proctor Ingram? When ever you spawn in a duplicate version of them, type tai, "slm ff00###," and try to edit them in any way, it won't work. Does anyone know a way around this? Obviously I desire to edit npcs exclusively with the console, no .esps. -
I'm talking about walls, doors, tables, elevators, bathroom stalls and much, much more. I am not talking about anything on this list. Using the help (name) 4 (category) command I've been able to find most of what I've been searching for but I was wondering if there is an easier way of finding base ids. In Fallout 3, New Vegas and Skyrim the wonderful people who created the script extender created a command that allowed you to type "gbo" on anything and find it's base id. Is there anything like that for Fallout 4?
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Can someone please help me reset this quest?
VirtualVictory posted a topic in Fallout 4's Discussion
I'm trying to reset Mama Murphy's quest. She gives it to you upon first speaking with her. I told her she shouldn't continue taking chems before I crafted her chair and now I would like to reset it. It's been 2 weeks now and I'm still desperately searching for help as I don't want to continue with the story until it's reset. All I'm asking is for someone to explain to me how I would type some commands and variables into the console o The Information: The quest base ID for Mama Murphy's 'The Sight' quest is EBE71. The FormID for her quest is MQ00MAMAMURPHY. These are the quest objectives: 10 Bring Jet to Mama Murphy 20 Build Mama Murphy's chair in Sanctuary 30 Bring Mentants to Mama Murphy 40 Bring Med-X to Mama Murphy 50 Bring Buffout to Mama Murphy 60 Bring Psycho to Mama Murphy These are the quest stages that I currently have completed: (not set) 80 (not set) 85 (not set) 90 (not set) 200 (not set) 220 (not set) 225 (not set) 230 (not set) 240 (done) 500 (not set) 700 (done) 900 (not set) 1000 (not set) 2000 I clicked on Mama Murphy (her reference is 1a4d8) and typed "ShowQuestVars EBE71." Many variables came up relating to the quest that I am hoping someone can explain to me. This is everything that came up: ---papyrus---------------------------------- mq00mamamurphyscript: script state = "" Ungrouped Auto Properties: Mama Murphy = Alias Mama Murphy on quest MQ00MamaMurphy (000EBE71) NPCChairMamaMurphy = (184E5A) var_GoingCleanAttempt = 0 var_MamaInChair = 0 var_SightRest = 0 Workshop Parent Const: = WorkshopParent (2058E) Variables: GoingCleanTimer = 20 UsedSightTimer = 10 (9 Aliases for quest MQ00MamaMurphy (000EBE71) ---Quest State---------------------------- Enabled? No State: Stopped Current Stage 900 Priority 50 TYPING "RESETQUEST EBE71" AND "SETSTAGE EBE71 10" IS NOT WORKING FOR ME. When ever I try to reset it and set the stage to 80 or 10 (I'm unsure which one) it just won't set, I was hoping someone would know why. What I'm asking: 1.) I'm asking what the command or variable is that adds Mama Murphy's chair to the build menu. 2.) Is it possible to set a quest stage that's lower than the one you've completed most recently? 3.) What's the difference between quest objectives and quest stages? One is listed in the pip-boy and another is behind the scenes. 4.) Does it matter whether I use the base ID of the quest or the formID? Example: EBE71 or MQ00MamaMurphy 5.) How do I restart the quest to change "stopped" to "running?" The best case scenario would be having her reset as if I've never spoken to her before and start her quest again but you and I both know that's not going to happen. Thanks to Zeyphir, I found a global variable that allows you to get the special sight information: "set playerknowsthesight to 1/0." However, I would like to know the command to add Mama Murphy's chair to the building menu.- 5 replies
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Not stuff you pickup. You can easily type "Player.showinventory" to find that. I'm talking about containers: safes, footlockers, trunks, etc. Is there a mod available currently that does that? Please, let me know!
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I see a lot of mods in the works that add items to the crafting menu but what people don't realize that if you uninstall the .esp, everything you've built will be gone. I'm here to suggest to mod creators that instead of developing the crafting menu you should invest your hard work making items that are already in-game movable. For example, finding any item in the game, getting its base ID, using "Player.placeatme (base ID) (#) and then moving it wherever. Speaking of base IDs, would anyone happen to know the base IDs of safes, beds, that Vault 81 trunk, etc or at least how to extract the base IDs of these items from the game?
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Yeah! You can spawn anything in and move it to the reference of the item in your home. You can get everything and without a theme too. Shall you ever want to remove the items from your home and the game, simply teleport the items to the reference id of an NPC in a dlc, uninstall the dlc and reinstall it! ^_^- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Say, Purr4me, are you familiar with the theme items for your Megaton and Tenpenny house? Well, I was wondering of there would be a way to enable these objects to have them permanently in your home regardless of the theme you have. Every theme item in the room has an enable parent that prevents them from being enabled manually through the console. I made an .esp file that set their enable parent reference to none but unfortunately, it's only saved to the .esp and shall it ever be removed, all the items in the room will be disabled. Is there a way to have these items permanently in your game without an .esp file? The names of the cells are Tenpenny03Player and MegatonPlayerHouse. I know there's a command to place items at yourself using Player.placeatme (ref) (#) but is there a specific command to place the item at another location? Can I move that item around in the G.E.C.K. and place it on my shelf, organize it, etc? How would I remove it from the game entirely? Usually with an .esp file the reference is completely deleted but ... Actually, couldn't I just type Prid (Item's reference), Moveto Player and move it to Point Lookout, uninstall Point Lookout and have it deleted from the game, or would it still be there?- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Actually, no, I haven't been able to recreate what I did to re-mezz Arkansas. Does anyone know of the command to re-mezz Arkansas? I know it's in the MS13CollarEffectScript or the MS13MesmetronEffectScript.- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Thank you Kitty! However, I'm quite content with the patch work solution I came across. I have one more problem now: I found Arkansas missing in the Slave Pens in Paradise Falls. I typed "prid 2bd14," "enable" but that didn't work. So, I typed "resurrect" and found that he died. Now, he doesn't have his slave collar, and he's back to using his default guard package at Minefield. Unfortunately, when I reset the Strictly Business quest and try to mezz Arkansas after he had previously been enslaved, I can't mezz him; his head always explodes. There has to be something in the mesmertron script preventing you from enslaving the same NPC multiple times, I just can't find it. Do you think you can help me find it so that I can re-enslave Arkansas? Nevermind! I found it! You have to type "Set MS13Slaves.PlayerRemovedCollar to -1" That should allow you to mezz any NPC again and he'll/she'll make their way to the Slave Pen in Paradise Falls. You now have to type "MS13.ArkansasArrived to 1" so that Grouse is aware that you enslaved him. Lastly, if you Want Arkansas or any of the other slaves to return to their every day life activities, simply type "RemoveFromFaction 2F561" and they'll forget they were ever enslaved.- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Once again I've reached an impasse. I forgot to complete A Manhandled Manservant before completing Tenpenny Tower and now the dialogue to let Herbert know I found Argyle dead is unavailable. There has to be a way to re-enable the "DaringArgyleDeadTopic" dialogue topic to let him know but I simply don't know what command/script does it! I've tried resetting the Tenpenny Tower and MS12Fin quests but neither of them reset his dialogue. I've also tried "ResetDialogueFlags" and that didn't work either. If anyone knows, please, would you consider sharing it? EDIT: I found this on the Fallout Wiki created December 13th, 2009: Here's an .esp I created that allows you to let Hebert know. However, there's no dialogue. http://www.mediafire.com/download/zo2lmp1j6mdz1aa/Argyle.esp- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Fair enough, you've went above and beyond my expectations of any member here in the community, I cannot thank you enough for all the support and information you've provided. Regardless of my relatively brief inexperience with the G.E.C.K., the information is always available here should I or anyone else need it. I'm going to continue on through the game to to complete Galaxy News Radio, Stealing Independence, and start Gotta Shoot Em' In The Head. I know for a fact I'm going to need help in the not so distant future with resetting Red, Susan Lancaster and Flak in "Strictly Business."- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Well, in the mean time, I'm going to have to complete Tenpenny Tower and start "You Gotta Shoot Em' In The Head." Worst case scenario the script that makes him go to Tenpenny03 is directly tied to the detonation of the bomb and if it can't be changed, is there a way for me to change the priority of that sandbox AI package? More importantly, if I were to change the priority of that script, would it save to my game save? I mean, whenever you blow up Megaton he'll only say "You should be proud of your accomplishment" anyway, so I could just use the "Set MS11.Disarm to 3" command to have him say that I'll be sorry; it wouldn't make much difference to me. I would love for Burke to have a basic dialogue tree where I can say "I have to go," but I can live without it, for the time being. Would you be willing to teach me how to change the priority of that package? Thank you again for all your responses.- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
I appreciate your dedication, I truly do. Disregard that fast running, it's a part of an ENB that's quite annoying as it some slows down the game into a slow motion state if the frame rate drops slightly. I never use any quest modifying modifications. I only use ENBs, texture modifications, GNR Enhanced, RH_Ironsights and the Sprint Mod. The explosion probably looks small to you because the field of view is set to 90.- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
You're right, it is. I noticed that when you complete Tenpenny Tower before disarming the bomb and then re-enable Mister Burke after disarming it, he will greet you to say "Thanks for taking care of our little problem. Now if you'll excuse me." This dialogue strangely isn't present if you completed it after disarming the bomb or if you rigged it to explode. Also, if you have the "Gotta Shoot Em' In The Head" quest active before disarming it, when you re-enable it you can also ask him "Have you ever heard of a Mister Crowley?" Regardless, after he greets you with that dialogue he goes straight back to the balcony and just stands there as always with no dialogue tree. Note: If you haven't initiated in conversation with Burke to get the problem dialogue before he reaches the balcony, he won't say anything at all. Sure, here's my save right before disarming or detonating Megaton's Atomic Bomb: http://www.mediafire.com/download/gf3bw6fcyj4lkoj/BeforeChoice.fos However, please, if you manage to resolve Burke's script packages and dialogue, tell me what you did so I can catalog it for the future.- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Alright, the video is re-uploaded. It shows what's going on in my game save. Mister Burke has no dialogue and just stands there unless you rig the bomb to explode and detonate it. Near the end of the video it shows Mister Burke wandering around Tenpenny sitting in various chairs. That's the script package I'm trying to make him run but I just can't find what makes him tic; what specific command initiates him running the sandbox script? If you could help me isolate the command I would truly appreciate it and I can move on to my next headache: Tenpenny Tower! ^_^- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
I apologize Kitty, but how would I load/open this file in the G.E.C.K ? Throughout the years I've never really had to modify .esp files but now I'm going to be doing it quite often as I desire to complete each quest in multiple ways, reset scripts, dialogue and AI packages. I installed your BurkeForceGreetAtDetonator.esp but so far all I noticed it did was remove the idle animation where Mr Burke shields his eyes. He still has no dialogue and won't greet me unfortunately. =( In the mean time, I'm going to continue playing with the G.E.C.K. to try and find the command that causes Burke to wander around Tenpenny03. It's got to be tied to the MS11 or Detonator script, come on! It's right in front of me, I just can't find it. >:| MS11SCRIPT: MS11BombSCRIPT MS11DetonatorSCRIPT: MS11FinSCRIPT The command I need that triggers Mister Burke's Sandbox package is inside one of these scripts. I just don't know where it is. There's a few that I don't know how to type it into the console and that could very well be the command I need. I was able to make Mister Burke at least speak to be again by using the "Set MS11.Disarm to 3" command although this doesn't fix his scriptpackage or re-enable his dialogue tree. https://www.youtube.com/watch?v=VIOLdM8Esus&feature=youtu.be- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Oh, no, I'm aware that when you skip ahead by using SetStage or restartquest you're going to come across broken triggers. For example, when I wanted to complete "Big Trouble In Bigtown" for the second time the trigger where Dusty yells "Muties! The muties are coming" was broken along with the Super Mutants themselves which forced me to resurrect them to kill them again and when they were all dead, everyone was stuck in the middle of Bigtown when they were supposed to be cheering. However, I was able to fix this by using the "set ms01.townCheer to -2" command. Anyways, so far, everything that I have "broken" by restarting and setting stages I have been able to find another command to work around it. I have to ask, is there a way to keep everything the way I've already done it and have Burke live in Tenpenny03 with dialogue? So, you're telling me that Mister Burke's sandbox scriptpackage and dialogue are tied with the arming and detonation triggers? Well, what are the commands for those triggers? If I were to use a follower mod or import default dialogue to Mister Burke, would it stick to him forever in my save or would I have to load an .esp file every time? I mean default as in already in-game dialogue. I know there's a Burke follower mod but the mod author made it so that he'll only join you if you destroyed Megaton. Also, do you think you can link me to that Tenpenny Tower reset mod? I may need it in the short future. All I wish to accomplish is getting Mister Burke moving and speaking in Tenpenny03.- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Okay, now I've actually run into an issue that I haven't been able to solve in 4 hours. What I'm trying to do: I've been trying to re-enable Mister Burke to have his dialogue tree after completing The Power of The Atom by disarming the bomb AND have him go back to live at Tenpenny Tower just as he would if you instead armed the bomb and destroyed Megaton. I've spent the last few hours searching through scripts in the G.E.C.K. but I have yet been able to pin point what triggers the MegMisterBurkeSandboxTenpenny script package that causes Mister Burke to wander the cell "Tenpenny03," to eat, sleep, sit, walk to various idle markers and conversate with Allistar Tenpenny, Susan Lancaster, Irving Cheng and the security guard on the top floor of the tower. What I have tried: Before you say "Oh, just use Prid 14F77, Enable, and AddScriptPackage 14F8E," that won't re-enable Burke's dialogue tree and only temporarily makes him go to Tenpenny03. In fact, as soon as he enters Tenpenny03, he immediately leaves the cell to go back to standing on the balcony in the cell "Tenpenny01." I believe the script package that causes this is MS11MisterBurkeWaitOnRoof. Let me reiterate, I know that the script "MegMisterBurkeSandboxTenpenny" makes Mister Burke do those things but I'm unsure what script triggers that package. Because if you were to simply add that package to Mister Burke, it would not be permanent. There's a script tied to The Power of The Atom or "MS11/MS11Fin" in the G.E.C.K. that makes it permanent but that's what I need help finding. How I completed "The Power of The Atom:" 1.) I Initiated the quest by agreeing to disarm the bomb free of charge from Lucas Simms. 2.) Went to Moriarity's Saloon, talked to Burke and accepted Burke's bonus of 500 caps to destroy Megaton. 3.) (Unsolved Issue) At the time, I had already helped Leo Stahl with his drug habit so I got the "[Optional] Loot Leo Stahl's stash at the water treatment plant for Mentats" objective or to be more specific, Stage 3 of 14E9E. However, I haven't been able to get Stage 1, 2 or 3 working by using "SetStage 14E9E 1, SetStage 14E9E 2 or SetStage 14E9E 3" which is a little concerning. 4.) After looting Stahl's stash, I disarmed Megaton's bomb. 5.) I went back to Mister Burke to tell him that I disarmed the bomb and he gave me the "Best sleep with one eye open" dialogue. 6.) I turned in the quest to Lucas Simms and at this point Burke is removed from the game. When re-enabled using "Prid 14F77 and Enable," Burke has no dialogue and is scripted to travel to travel to Tenpenny01 and stand on the balcony. This is merely here to explain how I completed the quest for people to better understand how I got here in the first place. G.E.C.K. Script and ID information: In case you're unfamiliar with the G.E.C.K., I'm going to explain what's opened in the following picture. The "NPC" window Is opened to Mister Burke's AI Packages or to simplify it, everything that NPC is capable of doing. "MS11" is The Power of The Atom's G.E.C.K. Quest ID; anything tied to MS11 is involved in The Power of The Atom quest. I opened "MS11" by right clicking on it, clicking "Use Info" and this brought up all dialogue(DIAL), Information(INFO), Packages(PACK) and Scripts(SCPT). The four windows below the NPC and Object Window are scripts relating to The Power of The Atom. Inside one of these scripts there's a high possibility that there's a command that triggers the MS11MegMisterBurkeSandBoxTenpenny script. The only problem is, I cannot find it! http://i.imgur.com/BAqlgsX.png If You need to visualize what's going on, here: http://i.imgur.com/OvDHBBq.jpg This is what Mister Burke does if you re-enable him, he'll just stand there indefinitely, with no dialogue. Note: This is after the quest has been completed by disarming Megaton's bomb. The only reason the detonator is present in the picture is because I like having it available to me from time to time to blow up Megaton for shiggles regardless if I disarmed the bomb. If you would like it available on the table in your game, simply type "Prid 1E99F and Enable." http://i.imgur.com/XE7HkJp.jpg And here's what happens when you try to start a conversation, the dreaded blank dialogue bar. How would I fix this? TL;DR "Just give me the questions!" 1. How do I re-enable Mister Burke to have dialogue AND live at Tenpenny Tower? 2. How do I reset Leo Stahl's unmarked Drug Habit quest?- 48 replies
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VirtualVictory's Technical Issues Thread.
VirtualVictory replied to VirtualVictory's topic in Fallout 3's Mod Troubleshooting
Hello again to whoever is reading this! I came back to this wonderful site to ask a few questions to see if anyone could or at least would be willing to help me. Recently, I wanted to complete "Big Trouble In Bigtown" multiple ways with the Small Guns and Science option so that I could have the robots protecting the town and have the shooting range available to the inhabitants(regardless if they don't use it). From the information I gathered from the small amount of forum posts and wiki sites throughout the years is that you're able to restart quests by typing "resetquest" followed by the ID of the quest you're resetting. Example: "Resetquest 14e94" However, this doesn't reset the dialogue for NPCs. So in many cases you cannot restart the quest again without using a SetStage command. Example: SetStage 14e94 10 EDIT: I was able to accomplish what I set out to create a thread about. Just in case anyone wants to complete Big Trouble In Big Town using Science and Small Guns, I figured I would share how I did it. After completing Big Trouble In Big Town in any way you want, type "Resetquest 14e94" followed by the following commands: I. Setstage 14e94 10II. Setstage 14e94 20III. Setstage 14e94 25IV. Setstage 14e94 30V. Setstage 14e94 40VI. Setstage 14e94 45VII. Setstage 14e94 80VIII. Setstage 14e94 90XIV. set townCheer to -2- 48 replies
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There's no need, don't trouble yourself creating an esp! Miraculously, I left my mouse over one of the turrets and it listed an id. I went in-game, typed "setessential b25a6" and it worked. Although a little buggy, the turrets now have infinite health. I typed "yao" and dog" into the Object Window as well and sure enough, it lists the base id for every single Scavenger's dog and Yao Guai along with every other animal and robot I've been stressing out about since yesterday. I'm angry that it has been this simple all along. http://i.imgur.com/8Wm8Ju4.png Thank you for your responses and willingness to put up with my ignorance with the G.E.C.K.
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I've made nearly every character I originally set out to make essential, essential. I'm having one issue though that I forgot to bring up yesterday: I don't know how to find turrets in the G.E.C.K. and make them essential! There are many turrets that once disabled, pose no threat and there's no sense in having them blown up never to be seen again. I ran around the map and saved their reference ids and some have the names of the cells I found them in . If you know of a way for me to find the base ids for these turrets, I would appreciate it! Mark I Turret(526D5) Fort Independence Mark I TurretReferenceID: 35B67 Mark I TurretReferenceID: 526e1 Mark I Turret(B53B4) Tepid Sewers Mark II Turret(54c56)Mark II Turret(54c57)Mark III Turret(AA1C3) Jefferson Museum and Gift ShipMark I Turret(B9B36) Arlington Library Media ArchiveMark I Turret(B25A5) Fort Independence Lower Level 15 gig download. wait a bit till I'm done, I'll come back and deal with it . No problem at all, although I'm not going to be doing much tonight in Fallout out of fear of these robots and animals dying! I'm concerned about Scavenger's Dogs, Scavenger's Yao Guais, Scavenger's Brahmin, Bigtown's robots, and the National Archive's robots as well. Unlike unique encounter characters and average NPCs, they're not listed on that spreadsheet making their base ids rather difficult to find(at least for me). I don't have a spreadsheet backing me up this time around, so if you can show me where I can find these ids manually in the G.E.C.K., I would appreciate it.
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I've made nearly every character I originally set out to make essential, essential. I'm having one issue though that I forgot to bring up yesterday: I don't know how to find turrets in the G.E.C.K. and make them essential! There are many turrets that once disabled, pose no threat and there's no sense in having them blown up never to be seen again. I saved their reference ids and some have the names of the cells I found them in . If you know of a way for me to find the base ids for these turrets, I would appreciate it! Mark I Turret(526D5) Fort Independence Mark I TurretReferenceID: 35B67 Mark I TurretReferenceID: 526e1 Mark I Turret(B53B4) Tepid Sewers Mark II Turret(54c56)Mark II Turret(54c57)Mark III Turret(AA1C3) Jefferson Museum and Gift ShipMark I Turret(B9B36) Arlington Library Media ArchiveMark I Turret(B25A5) Fort Independence Lower Level