Maniac3020 Posted April 18, 2010 Share Posted April 18, 2010 I'm trying to create a custom armor for my character, but when I try to add this armor to my inventory via console, I doesn't work. I know the Id is 01000ea6, and I've tried changing the first two numbers to everything from 0 to 40, but it's not working. The console simply can't find the item. I don't know what to do. Link to comment Share on other sites More sharing options...
Nadin Posted April 19, 2010 Share Posted April 19, 2010 Is the mod active? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted April 19, 2010 Share Posted April 19, 2010 If you're incrementing the first two digits in decimal, it's not going to work. Mod indices are in hex. Link to comment Share on other sites More sharing options...
Maniac3020 Posted April 19, 2010 Author Share Posted April 19, 2010 If you're incrementing the first two digits in decimal, it's not going to work. Mod indices are in hex. What do you mean by that? On a side note, I noticed that the esp for the armor was labeled as 3A in FOMM, but that didn't work either. And yes, the mod is active, I made sure before loading up FO3 to check in in FOMM. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted April 19, 2010 Share Posted April 19, 2010 3A is the hex number for the mod index, which is what you're looking for. If you're sure you've got the rest of the ID correct, consider this: If you have an esp checked which requires a master which is not checked, it will still load the master, but the mod index for your esp will now be different (incremented by 1 if it only requires 1 master). Fo3edit can tell you if this is the case. Alternatively, if you can see another object added by the same esp, go into console and click on it to see what the mod index is. Then use the same one for the item you're having trouble with. Link to comment Share on other sites More sharing options...
Maniac3020 Posted April 19, 2010 Author Share Posted April 19, 2010 Okay, this is weird. I had deleted my armor esp out of frustration. But, I restored it from the recycle bin, and it's mod index number had changed to 0a. I then tried adding it with the console using that number/letter, and it worked! I don't know why it didn't work last time, but I'm happy! :biggrin: :biggrin: :biggrin: Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted April 19, 2010 Share Posted April 19, 2010 The number changes depending on where you have it in the list. Link to comment Share on other sites More sharing options...
Maniac3020 Posted April 20, 2010 Author Share Posted April 20, 2010 Okay, this is REALLY weird. After installing a couple other mods, I could no longer add my clothes via console anymore, so I tinkered around, and found out, by trying letters and numbers with the code, that my armor was using the Prefix of ilary's hunger mod. Huh? I didn't use it as a master when making the esp, so, just, :wacko: Link to comment Share on other sites More sharing options...
pkleiss Posted April 20, 2010 Share Posted April 20, 2010 The mod index you see in FOMM may not always be the mod index in the game. If the index you used to make the additem command work was higher than what you expected, this can be caused by a mod you do not have checked to load being a master of a mod that you are loading. This will cause the non-checked mod to load anyways and throw your mod index off by one as all master files of a mod must load before a specified mod. If you have a few mods like this, then the mod index can be off by an even greater value. Link to comment Share on other sites More sharing options...
llamaRCA Posted April 20, 2010 Share Posted April 20, 2010 The mod index you see in FOMM may not always be the mod index in the game. If the index you used to make the additem command work was higher than what you expected, this can be caused by a mod you do not have checked to load being a master of a mod that you are loading. This will cause the non-checked mod to load anyways and throw your mod index off by one as all master files of a mod must load before a specified mod. If you have a few mods like this, then the mod index can be off by an even greater value. PK, once again, you are the man! Thanks for clearing up a mysterious behavior for me! :) llama Link to comment Share on other sites More sharing options...
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