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Console Command to add an item.


Rabbit1251

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I'm going bonkers trying to add a weapon via Console Command to my inventory. I've sifted through the Commands list twice and I'm getting cross-eyed over it. How do I add a weapon with code xx000ea7 to my inventory? I would be very much obliged to anyone who may enlighten me. Thank you.

 

 

Rabbit

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I'm going bonkers trying to add a weapon via Console Command to my inventory. I've sifted through the Commands list twice and I'm getting cross-eyed over it. How do I add a weapon with code xx000ea7 to my inventory? I would be very much obliged to anyone who may enlighten me. Thank you.

 

 

Rabbit

 

player.xx000ea7 1

 

not @ Rabbit

though "XX" is not a valid entry it's only there because it requires the value of the .ESM/.ESP (value is shown in FOMM)

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player.xx000ea7 1

 

not @ Rabbit

though "XX" is not a valid entry it's only there because it requires the value of the .ESM/.ESP (value is shown in FOMM)

 

I cannot seem to get this to work. I double checked the item code, I double checked the FOMM location (3B), lower cased and capitalised the 'B', put one and two spaces between the 7 and the 1 and all that I get is "Unknown variable function 3B000ea7", "Syntax Error" and "Could not parse this line". What's a grown bunny to do. The only thing that I can think of is that the item code might be wrong in the readme. It's the same in both readmes, the original and the update. I'm mortified.

 

 

Rabbit

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Thanks alot, guys. I've typed these commands in repeatedly in every variation that I could think of to no avail. I went back and checked the comments section of the modification and, although some rated it highly and gave it a '10', some people were having the same trouble as I. I guess that I'm going to give up on this one as it seems to fanickity. I'll keep these notes that you two were so helpful in providing anyway so that I will not be bothering folks again. I've always wanted to know this code anyway so all is not lost. I did find two other versions of the same pistol (Colt Peacemaker) that doesn't require the console to get. Thanks again you two.

 

 

Rabbit

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Hey siwi wabbit - Tell me the name of the mod and the name of the weapon and I'll rip its form ID out of the geck for you.

 

It's the Colt Peacemaker. Someone has redone it in a different model, but I have a thing for nickel plating and pearl grips. Yeah, pearl grips. Anybody want to make something of it? Thought not. And thank you, my friend, for the favour.

 

 

Rabbit

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Turns out there was a problem with both of his mods and there was a problem with the console command you used.

 

Both of his mods had a corrupt header record that falsely reported the number of records. I told him about it in a message on his download page. But that had no effect on my ability to spawn a gun into my inventory.

 

The original console command at the top of this thread forgot the 'AddItem' part, but correctly differentiated the form ID with the number of spawns to create:

 

player.xx000ea7 1 <--Wrong

 

The second posted console command correctly indicated the function, but concatenated the form ID with the number of spawns to create:

 

player.additem 38000ea71 <--Wrong

 

Both are wrong: This is all you needed to type into the console:

 

player.additem XX000ea7 1 <--Correct

 

Note the space after the form ID and the '1'

 

You still have to replace the XX with the load order of the mod as seen in FOMM for this to work right, but if you add the space after the ea7 part, you'll get your gun.

 

I can't believe I spent 45 minutes on this!

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Here's something to consider:

If you have an esp checked that uses a master you do *not* have checked, when you load the game it will still load the master, changing the mod index for your esp from what FOMM displays. To find out if you have this problem, run FO3edit on your list of enabled mods, it will tell you you are missing a master.

Alternatively, if you can see anything in the game that is added by the same esp, go to the console and click on it. It will have the "correct" mod index displayed as the first two digits. Then just use those for your XX and you should be good.

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