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additem console not working for mods


crastinus

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i have a vista so that means my console didn't work so i ended up using a mod that mapped the console to another button (f4). so it works now, kinda. the thing is that if i use player.additem for a mod item, it does not work. it claims that the item does not exist even though i've properly installed it and checked the data files box for it. and don't be saying "well just don't cheat" because i'm not. it's a mod where the only way to get the item is to console it because the guy didn't actually place it. any suggestions?
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I use Vista and I've never had to remap my keys for the console to work, tilde has always done just fine.

 

I suggest opening up fallout3.esm and the mod in question in GECK, and placing the item into the game yourself. It's as simple as click and drag. Open a cell you are familiar with in the render window, find the item you want in the menu on the left and click and drag it into place in the render window. Once you get it there, all you have to do is adjust the final position.

 

Alternately, you can create a container, add the item to it, and then place the container in whatever cell you want.

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get FO3Edit

 

here >>>> http://www.fallout3nexus.com/downloads/file.php?id=637

 

then all you have to do is open the mod and look for the item code

 

here is a liittle pic

 

http://img43.imageshack.us/img43/5350/fo3edithelp.jpg

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coolio. the fo3editor idea works. i didn't try the placing idea because i had the same problem with oblivion and had tried that and for some reason it didn't work. i'd got to the area where i put the items and they just wouldn't be there. but fo3 editor works so all is well.
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The important thing there is that you need to include the code for the order that the mod was installed as well as the item code. It will be the first two characters of the item code, and will change according to the order the mod is installed in.

 

For example: 0000434F is the item code for a 10mm Pistol from the basic game. Since the code belongs to the Fallout.esm module, it is always the first loaded, and all items start with the numbers 00. You can skip leading zeros when it comes to vanilla items.

 

However, if you were adding an item that had a code xx00434F for a new weapon, the xx would be the hexadecimal number of the order the mod was installed. So, if the mod was third on the load order list, the proper thing would be player.additem 0300434F 1.

 

If the mod was the 12th item, it would be 0B00434F because of hexadecimal code. If you use FOMM, it's very easy to tell which order the mod is loading in and what code you need.

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