Roby1234 Posted July 12, 2010 Share Posted July 12, 2010 Please see my video i made for my problems:http://www.youtube.com/watch?v=05g32pdghcknow when i type:player.additem (code) (amount) it does not work since it shows something and i can't see what since the console is moven so if you can help me please PM me or reply here and i will respond asap! Link to comment Share on other sites More sharing options...
falloutperson416 Posted July 12, 2010 Share Posted July 12, 2010 Well, that video does'nt really explain what your describing here. I would like to help though. If you could please send me a screenshot of the console command your typing in, I will help to the best of my abilty.PM me or reply back here please. - Falloutperson416 Link to comment Share on other sites More sharing options...
CommandantOreo Posted July 12, 2010 Share Posted July 12, 2010 You need to select its weapon health. player.additem (ID) (Amount) (health) Link to comment Share on other sites More sharing options...
Roby1234 Posted July 12, 2010 Author Share Posted July 12, 2010 (edited) even if i put health nothing changes , i don't mean litelary health , i put 50 or 100 still no , now here is the video i made its more complex than that one where you see those numbers at the end before them its player.additem (code)Thx also thank you for welcoming me ! i really need to learn how to spam items and how to fix the console!FAQ:Did you re-installed the game ?Yes , several times Did you removed all your mods?Yes several timeshttp://www.youtube.com/watch?v=J57PegSKx4A Edited July 12, 2010 by Roby1234 Link to comment Share on other sites More sharing options...
pkleiss Posted July 12, 2010 Share Posted July 12, 2010 You are confusing reference objects with base objects. When you use the additem command you must specify the base object ID and not a reference object. What does that mean? A base object is a single object that copies are made from to make reference objects. So there is only one base object of that helmet in the game, but there can be many reference objects of it. You need to get the base ID of the object you want to spawn. The IDs will not begin with 'FF' as those are for the reference objects. The first two digits in the base ID will be the mod index of the mod that the base object is defined in. Since that helmet came from a mod that I don't run, I cannot look it up and tell you what it is. But if you have the Geck, you can open the mod with the geck and find that helmet (or whatever else you want to spawn) and find its base ID. Then when you are in the game you use that ID in the additem command with the correct mod index as defined by the load order of the mod in the game.. Link to comment Share on other sites More sharing options...
Roby1234 Posted July 12, 2010 Author Share Posted July 12, 2010 You are confusing reference objects with base objects. When you use the additem command you must specify the base object ID and not a reference object. What does that mean? A base object is a single object that copies are made from to make reference objects. So there is only one base object of that helmet in the game, but there can be many reference objects of it. You need to get the base ID of the object you want to spawn. The IDs will not begin with 'FF' as those are for the reference objects. The first two digits in the base ID will be the mod index of the mod that the base object is defined in. Since that helmet came from a mod that I don't run, I cannot look it up and tell you what it is. But if you have the Geck, you can open the mod with the geck and find that helmet (or whatever else you want to spawn) and find its base ID. Then when you are in the game you use that ID in the additem command with the correct mod index as defined by the load order of the mod in the game..Its Mod Index is 0C how is that gonna look in the console ? player.additem 0c00000 1000 ? Link to comment Share on other sites More sharing options...
pkleiss Posted July 12, 2010 Share Posted July 12, 2010 More or less, yes. Lets say you open the mod with the helmet in the Geck. That mod has follout3.esm as a master (for example), so the Geck will load fallout3.esm as well. When you find the helmet object in the Geck, it will have a form ID as the 2nd column, right after the Editor ID column. Write that number down. For example, you might see '01004A6C' as the form ID (base ID). The first two digits '01' refer to the fact that the helmet mod loaded 2nd in the Geck, Fallout3.esm objects would have '00' as their first two digits as that mod loaded first. But when you start the game, you are loading far more mods than you loaded in the Geck and so you must adjust the first two digits to reflect the load order of the helmet mod in the game. In your example, that would be '0C'. So the form ID for the helmet used in the game would be '0C004A6C' and the command would look like this: player.additem 0C004A6C 1 This will add one copy of the helmet to the player's inventory. There is a caveat to this, however. Some mods you load may have masters that you are not 'ticking' to load, but they will be loaded anyways automatically. This can throw your mod index off by the number of mods that are loaded in this fashion. So if using 0C004A6C doesn't work, you may have to increment the 0C a few times to get the correct mod index. So you would have to try 0D, 0E, 0F or 10 as necessary. If you are having problems locating the form IDs you need, just pass me a link to the mod and the name of the object you want, and I'll look up the form ID for you. And you don't need to pass a parameter regarding the object's health to the additem command, just the number of objects to add. Link to comment Share on other sites More sharing options...
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