Birdieboink Posted April 6, 2009 Share Posted April 6, 2009 This gun, the classic combat shotgun, looks ridiculously awesome, but I'm not able to get it to work. In fact, most of the guns I've tried adding haven't worked at all. The specific issue is when I type "player.additem whatever 1," I get some script compilation error. Unless I'm mistaken, the only thing that you have to do to get a mod to work is drag everything into the "data" directory, and check the appropriate plugin. The item shows up fine in the GECK. Is there more to adding stuff to the game that I'm not aware of? Oh yeah, and I have archiveinvalidation invalidated!.exe set to "active." Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 You're probably adding the codes wrong. it is: player.additem <item_base_id> <quantity> [<condition>] where <item_base_id> is:2 digits for the mod's position in the load order (in hexadecimal).6 digits for the item's code. For example, the base id code for caps is 00000F, the position of fallout.esm in the load order is 00, so the base id is 0000000F. If the code of the weapon is, say, EA6, and it's the 10th in the load order, then the code should be: 0A000EA6. Link to comment Share on other sites More sharing options...
Birdieboink Posted April 6, 2009 Author Share Posted April 6, 2009 So, there was this item that I had that the GECK said was 02000*** (I can't remember the letters right now). I opened F3, entered "player.additem 02000*** 1" and it screams that there's a script compilation error. Should I not be relying on what the GECK says? Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 instead of player.additem 02000*** 1 you want to do: additem <Load_Order_Position>000*** 1 The geck won't tell you the load order position unless you load ALL your mods. That 02 you're seeing is:00 Fallout.esm01 some mod you also loaded02 the mod the item is from (note: when toying with additem, you may want to try adding 1 to the load order position fomm gives) Link to comment Share on other sites More sharing options...
Birdieboink Posted April 6, 2009 Author Share Posted April 6, 2009 Ah, I get it. Just tried it out; apparently it considers OA and Pitt mods. Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 they ARE mods. for all purposes and effects. Link to comment Share on other sites More sharing options...
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