vettexl Posted June 9, 2010 Share Posted June 9, 2010 Alright, so I want the Backwater Rifle (Point Lookout), but I'm too lazy to go through the quest to get it. I have Game of the Year Edition, meaning I have every DLC. The base id for it is xx00ed14, and that doesn't work when I try player.additem xx00ed14 1 100. So I looked through the Form ID page on the Fallout Wikia and Point Lookout is 4th on the list (http://fallout.wikia.com/wiki/Help:Form_IDs), however when I try replacing 04 with the xx it still doesn't work. Does anyone know about how to do this? Thanks. Edit: added image http://img97.imageshack.us/img97/1306/fallout3201006081714154.png Link to comment Share on other sites More sharing options...
AxlRocks Posted June 9, 2010 Share Posted June 9, 2010 Yeap, you can fix this easily. Do you use Fallout Mod Manager? If so, go into it and check the number under Mod Index. That number tells you when the mod or plugin is loading up, so that's your first two digits of the item ID. If it's loading, say 7th, then you'll put 07 first. Post back if you still need help or don't use FOMM. AxlRocks PS: The Fallout Wikia calculated that by the default order the plug ins came out in, and also without mods. So it's very likely yours is different if you use some mods that load before PL, or if you downloaded it out of order or such. Link to comment Share on other sites More sharing options...
vettexl Posted June 9, 2010 Author Share Posted June 9, 2010 Ah, ok. Yeah, I use FOMM and FOSE. I'll try that, thanks. Edit: It worked fine thanks :) Although sometimes when I try to save or wait, the game just crashes. What might cause that? Link to comment Share on other sites More sharing options...
AxlRocks Posted June 9, 2010 Share Posted June 9, 2010 Ah, ok. Yeah, I use FOMM and FOSE. I'll try that, thanks. Edit: It worked fine thanks :) Although sometimes when I try to save or wait, the game just crashes. What might cause that?No problem =] But the crash? Hmm, let me try adding it also on my game and see if I get that. Then I'll add something else to see if I get it with that or if it's just the rifle, but I suspect it may be a script associated with it. (I just got Fallout and I'm still playing the main story lol but I'm familiar with the console and the way the game works because of Oblivion). AxlRocks Edit: Well, I added it and I couldn't get it to crash actually. I tried a bunch of stuff, like actually playing for a while and saved a few times and waited a couple, but it didn't. I loaded up GECK and the rifle isn't used in any scripts, so I think it may be another mod you have installed if you have any? If not, I'm not sure.. sorry.. =[ Usually it is other mods though, so if you have any, some of the other users here could help if I can't. I only have a couple minor ones myself, like no level cap, so I'm not familiar with many mods. It's too bad FOMM doesn't have a conflict checker like OBMM, but maybe someday. (Or I'm missing something, it's conflict checker is for Fomods it said on my version of it(Which is new I think.).)AxlRocks Link to comment Share on other sites More sharing options...
vettexl Posted June 9, 2010 Author Share Posted June 9, 2010 +kudos Heh, I'll list them here, only about half are used though:I played and completed every DLC and the story on the 360, so I thought I'd have some fun with the PC version :biggrin: Mod load order report ! Warning: current load order template contains 13 duplicate entries CombatEnhanced-Package v02.esp * This mod does not exist in the current template StreetLights.esm ! This plugin depends on master 'fallout3.esm', which is loading after it in the load order BypassOpAnchorage.esp * This mod does not exist in the current template RH_IRONSIGHTS.esm * This mod does not exist in the current template Fellout-Full.esp ! This plugin depends on master 'fallout3.esm', which is loading after it in the load order Fellout-Anchorage.esp ! This plugin depends on master 'fallout3.esm', which is loading after it in the load order ! This plugin depends on master 'anchorage.esm', which is loading after it in the load order Fellout-BrokenSteel.esp ! This plugin depends on master 'fallout3.esm', which is loading after it in the load order ! This plugin depends on master 'brokensteel.esm', which is loading after it in the load order Fellout-PointLookout.esp ! This plugin depends on master 'fallout3.esm', which is loading after it in the load order ! This plugin depends on master 'pointlookout.esm', which is loading after it in the load order ZL-ACR.esp * This mod does not exist in the current template RH_IronSights_Basic_PittPlugin.esp * This mod does not exist in the current template ArefuExpandedByAzar-Radio.esp ! This plugin depends on master 'fallout3.esm', which is loading after it in the load order ! This plugin depends on master 'arefuexpandedbyazar.esm', which is loading after it in the load order * The current load order of this mod does not match the current template BlackWolf Backpack.esp ! This plugin depends on master 'fallout3.esm', which is loading after it in the load order BlackWolf Backpack - Vendor Script Replenish.esp * This mod does not exist in the current template Weight.esp * This mod does not exist in the current template Anchorage.esm ! This plugin depends on master 'fallout3.esm', which is loading after it in the load order * The current load order of this mod does not match the current template ArtilleryStrike.esp * This mod does not exist in the current template Accuracy_Tweaks.esp (Inactive) * This mod does not exist in the current template CAL_DivideByZero for Sale.esp * This mod does not exist in the current template GreenWorld.esp (Inactive) * This mod does not exist in the current template 20000 Caps.esp * This mod does not exist in the current template Fallout3.esm * The current load order of this mod does not match the current template GalaxyNewsRadio100[M].esp * The current load order of this mod does not match the current template Classic Fallout Weapons BETA.esp Gatling MIRV.esp * This mod does not exist in the current template ThePitt.esm * The current load order of this mod does not match the current template Built For The Future.esp * This mod does not exist in the current template CaravanUpgrades.esp * This mod does not exist in the current template House.esp * This mod does not exist in the current template BrokenSteel.esm * The current load order of this mod does not match the current template RD_WinchesterM1887.esp * This mod does not exist in the current template PointLookout.esm * The current load order of this mod does not match the current template HZ_M14.esp * This mod does not exist in the current template HZ_SCARandAKS47.esp * This mod does not exist in the current template HZ_XM586UR.esp * This mod does not exist in the current template ZL-SVD.esp * This mod does not exist in the current template Zeta.esm * The current load order of this mod does not match the current template FortFreeway.esm (Inactive) * This mod does not exist in the current template SniperZooming.esp * The current load order of this mod does not match the current template agcTARDISf3.esp * This mod does not exist in the current template Megaton House and Theme Overhaul.esp * This mod does not exist in the current template LevelersTruckTrailer.esp * This mod does not exist in the current template ArefuExpandedByAzar.esm * The current load order of this mod does not match the current template Mart's Mutant Mod.esm (Inactive) * The current load order of this mod does not match the current template Mart's Mutant Mod.esp (Inactive) Requires Mart's Mutant Mod.esm Mart's Mutant Mod - DLC Anchorage.esp (Inactive) Requires Anchorage.ESM Mart's Mutant Mod - DLC The Pitt.esp (Inactive) Requires ThePitt.ESM Mart's Mutant Mod - DLC Broken Steel.esp (Inactive) Requires BrokenSteel.ESM Mart's Mutant Mod - DLC Point Lookout.esp (Inactive) Requires PointLookout.ESM Mart's Mutant Mod - DLC Zeta.esp (Inactive) Requires Zeta.ESM StreetLights - Wasteland.esp Dragonskin Tactical Outfit.esp * The current load order of this mod does not match the current template DragonskinBonusPack.esp * This mod does not exist in the current template Zombie Apocalypse - Point Lookout.esp (Inactive) * This mod does not exist in the current template Zombie Apocalypse.esp (Inactive) * This mod does not exist in the current template 1stPersonKnockDowns VATS Working!.esp (Inactive) * This mod does not exist in the current template 1PipboyPDA.esp * The current load order of this mod does not match the current template 01AtM - Firefly Ranch.esp * This mod does not exist in the current template MyMansion.esp * This mod does not exist in the current template RH_IronSights_Basic_PointLookoutPlugin.esp * This mod does not exist in the current template RH_IronSights_Basic_VanillaPlugin.esp * This mod does not exist in the current template SteinerCombatGear.esp * This mod does not exist in the current template The order that the current template suggests is as follows: combatenhanced-package v02.esp fallout3.esm pointlookout.esm hz_m14.esp hz_scarandaks47.esp hz_xm586ur.esp zl-svd.esp anchorage.esm artillerystrike.esp accuracy_tweaks.esp cal_dividebyzero for sale.esp greenworld.esp 20000 caps.esp thepitt.esm built for the future.esp caravanupgrades.esp house.esp brokensteel.esm rd_winchesterm1887.esp zeta.esm fortfreeway.esm streetlights.esm bypassopanchorage.esp rh_ironsights.esm arefuexpandedbyazar.esm mart's mutant mod.esm galaxynewsradio100[m].esp arefuexpandedbyazar-radio.esp fellout-full.esp fellout-anchorage.esp fellout-brokensteel.esp fellout-pointlookout.esp zl-acr.esp rh_ironsights_basic_pittplugin.esp blackwolf backpack.esp blackwolf backpack - vendor script replenish.esp weight.esp sniperzooming.esp agctardisf3.esp megaton house and theme overhaul.esp levelerstrucktrailer.esp dragonskin tactical outfit.esp dragonskinbonuspack.esp zombie apocalypse - point lookout.esp zombie apocalypse.esp 1stpersonknockdowns vats working!.esp classic fallout weapons beta.esp gatling mirv.esp mart's mutant mod.esp mart's mutant mod - dlc anchorage.esp mart's mutant mod - dlc the pitt.esp mart's mutant mod - dlc broken steel.esp mart's mutant mod - dlc point lookout.esp mart's mutant mod - dlc zeta.esp 1pipboypda.esp streetlights - wasteland.esp 01atm - firefly ranch.esp mymansion.esp rh_ironsights_basic_pointlookoutplugin.esp rh_ironsights_basic_vanillaplugin.esp steinercombatgear.esp Link to comment Share on other sites More sharing options...
AxlRocks Posted June 9, 2010 Share Posted June 9, 2010 +kudos Heh, I'll list them here, only about half are used though:I played and completed every DLC and the story on the 360, so I thought I'd have some fun with the PC version :biggrin: The order that the current template suggests is as follows: combatenhanced-package v02.esp fallout3.esm pointlookout.esm hz_m14.esp hz_scarandaks47.esp hz_xm586ur.esp zl-svd.esp anchorage.esm artillerystrike.esp accuracy_tweaks.esp cal_dividebyzero for sale.esp greenworld.esp 20000 caps.esp thepitt.esm built for the future.esp caravanupgrades.esp house.esp brokensteel.esm rd_winchesterm1887.esp zeta.esm fortfreeway.esm streetlights.esm bypassopanchorage.esp rh_ironsights.esm arefuexpandedbyazar.esm mart's mutant mod.esm galaxynewsradio100[m].esp arefuexpandedbyazar-radio.esp fellout-full.esp fellout-anchorage.esp fellout-brokensteel.esp fellout-pointlookout.esp zl-acr.esp rh_ironsights_basic_pittplugin.esp blackwolf backpack.esp blackwolf backpack - vendor script replenish.esp weight.esp sniperzooming.esp agctardisf3.esp megaton house and theme overhaul.esp levelerstrucktrailer.esp dragonskin tactical outfit.esp dragonskinbonuspack.esp zombie apocalypse - point lookout.esp zombie apocalypse.esp 1stpersonknockdowns vats working!.esp classic fallout weapons beta.esp gatling mirv.esp mart's mutant mod.esp mart's mutant mod - dlc anchorage.esp mart's mutant mod - dlc the pitt.esp mart's mutant mod - dlc broken steel.esp mart's mutant mod - dlc point lookout.esp mart's mutant mod - dlc zeta.esp 1pipboypda.esp streetlights - wasteland.esp 01atm - firefly ranch.esp mymansion.esp rh_ironsights_basic_pointlookoutplugin.esp rh_ironsights_basic_vanillaplugin.esp steinercombatgear.esp Lol I did the same thing with Oblivion, unfortunately, my 360 asploded by the time Fallout came out, so, I'm just now playing it for the first time on PC lol but I use a 360 controller, so it's all good. I love Oblivion on keyboard, but not Fallout. But anyway, I think I found your problem. Alright, the suggested list it gave you, you may want to follow for the esp's it lists, but I think it's mostly the same as your load order is now. But, what it doesn't suggest, that you definitely wanna do, is load Fallout.esm first, and all other esm's after that, then esps. See, esm files are masters, think of them as parents and esps as children. Esps rely on esms, and basically, always load Fallout.esm first of them all. I would then load the official plug in esms after that, then all other esm files. Then, put all your esps. Also, as another tip, the mod you load last, takes top priority over all others before it. So say your last mod changes Super Mutants into Dogs, and another mod before it changes Super Mutants into Deathclaws. The mod that changes them into dogs is the one that works, because it loaded after the other. Now, one last tip, some large mods, like Mart's Mutant Mod, are best to be loaded last. Here is what's recommended for loading it: * All MMM modules load *after* Mart's Mutant Mod.esp* All the above MMM .esps are loaded last in your load order Also, make sure MMMF3 .esps are loaded last in your load order. I hope that all helped and wasn't confusing lol Basically, do this: 1. Load Fallout.esm first.2. Load all other esm's after that. (I recommend all the DLC's and then any other esms.3. Load all other ESP's after this. (Make sure you check their instructions also on new mods you download or if you still get some problems. On the mod pages, the creator will say if there is any special load order they recommend.)4. Load large mods like MMM last, and follow those instruction I listed up there. Mart's Mutant Mod.esp, then all other MMM files. You have them in the right order now, just move those last few esps above all Mart's Mutant Mod.esp and make sure future mods go above it. There you go, open up Fallout and hopefully (And I think so, because Fallout.esm's order was the main thing we needed to change.) bloody, gorey, dusty wasteland death with no more crashing lol I hope it works! =]AxlRocks Link to comment Share on other sites More sharing options...
vettexl Posted June 9, 2010 Author Share Posted June 9, 2010 Alright, I did all that and also disabled some mods I thought I really didn't need, and tried again. I Googled this and someone said try killing yourself, then saving after the last save loads. I did that, and everything works fine. XD Kinda strange, but it worked. =] Thanks a lot for taking time to help me out, I really appreciate it. :happy: Link to comment Share on other sites More sharing options...
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