halsemon Posted July 14, 2010 Share Posted July 14, 2010 Hey there, another problem here... I'm wanting to add a mod's item into my inventory so that when I use a command for RTS, or Real Time Settler, I can give them the equipment I currently use. Problem is that the add.item command doesn't seem to like me whenever the item code is xx...... it just doesn't spawn. What I tried this on was a bolter from http://www.fallout3nexus.com/downloads/file.php?id=5417 I didn't know the code for it so I dropped it from my inventory onto the ground, pulled up the console and clicked on it, giving me the code '0d0952bf' and then I used it for the player.additem command: "player.additem 0d0952bf 1" but when I tried to activate the command, it gave me this error: SCRIPTS: Script 'SysWindowCompileAndRun', line 1:Invalid inventory object '0d0952bf' for parameter ObjectIDCompile script not saved! Thinking that I might have screwed up the ID somehow, I tried it again about 4 times. Then I went thought with using 00, 01, 02, etc. etc. going through my small list up until my final 0F but if it didn't have the starting two characters of 0d, it would give this error: SCRIPTS: Script 'SysWindowCompileAndRun', line 1:Item '000952bf' not found for parameter ObjectIDCompile script not saved! The first two 0's being replaced by 01, 02, etc. etc. Help? Link to comment Share on other sites More sharing options...
pkleiss Posted July 14, 2010 Share Posted July 14, 2010 The additerm command requires the object's base form ID. What you are using is a reference object's ID. They are not the same. You'll have to look the object up in the Geck to get its form ID. There is only one form ID per object in the Geck, but there can be many reference objects in the game. Like for a weapon, there is one 10mm pistol in the Geck, but the game can have hundreds of those objects each with their own ref ID. Link to comment Share on other sites More sharing options...
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