Smosh Posted February 3, 2009 Share Posted February 3, 2009 I've been playing around with the GECK but it's time to admit that I really don't know what I'm doing. I'm trying to make a +30 Fire Resistance Helmet using the ID:ArmorRaider04Helmet Name:Raider Blastmaster Helmet I've double clicked on it and called it ID:FireHelm Name:Fireman's Helmet I've clicked New Form I've then gone to Object Effect and right clicked to add a New effect. I've called the ID:FireRes and Name :Fire Resistance and changed Type to Apparel Right clicked and New for Effect Item and changed effect to IncreaseFireResistance and made the value 30 without changing anything else. I've now gone back and edited the armor and made the Object Effect:FireRes I note that the ID 0100154D comes up if I hover the mouse over the item. I'm guessing this is the object ID. Now I've saved the esp as firemanshelm.esp I load it up in FOMM and start my game and then try to see if it's worked by typing player.additem 0100154D 1 Unfortunately when I do that I get a load of error messages basically "invalid inventory object" What am I doing wrong? Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Pyro Paul Posted February 3, 2009 Share Posted February 3, 2009 the first 2 numbers of a mod denote in what order the mod is activated if you check the box for your mod first, then it would come up as 0100154D or 0200154Dhowever, if you activate your mod last out of 32 mods, then the id code would be 3200154D. it is hard get this number in geck because usually the mod you're working on is the only mod active, so it will always come up as item 01xxxxxx or 02xxxxxx. so either activate your new mod first, or figure out how many mods come before it. Link to comment Share on other sites More sharing options...
Smosh Posted February 3, 2009 Author Share Posted February 3, 2009 That makes sense. Thanks for your reply. Link to comment Share on other sites More sharing options...
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