jacobgong Posted October 28, 2010 Share Posted October 28, 2010 When you add an object in GECK, it gets an ID but it doesn't seem to work in-game console like if you want to add that item to your inventory it will say the object ID is not found. I also tried to only load the exact same data files as I did in GECK in case that ID is accumulated with the amount of objects you have loaded. but it still doesn't work.I'm pretty new to this but I've noticed that nobody gives out the object ID of their mods, does it mean you simply can't add additional custom items with console? but that also cannot be or the game won't be able to save the game at all. I would've searched but I can't believe this forum is stupid enough to not let me search "object id" because ID is less than 3 characters. and oh, I found how to do it in Fallout 3 but there is no Mod Manager for NV yet. does GECK and the game luncher just happen to not show mod number? Link to comment Share on other sites More sharing options...
WuphonsReach Posted October 28, 2010 Share Posted October 28, 2010 The only hard part is guessing the first 2 hex digits... the full identifier in GECK is only accurate if you load every single ESM and ESP into GECK in the exact same order as loading it into Fallout:NV. The last 6 hex digits, however, should be accurate. FOMM was good because it told you what the 2-digit hex prefix was for each ESM/ESP. The first mod loaded gets a prefix of "00" (or is it "01") to their IDs, second mod gets the next sequential 2-digit hexadecimal number (so... 01, 02, 03, 04... up through FF). So, take the 8-digit number from GECK, strip off the first 2-digits, then start guessing based on your load order in the INI file. (And you *will* have to look at the INI file to figure out what gets loaded in what order.) Link to comment Share on other sites More sharing options...
Phiarc Posted October 28, 2010 Share Posted October 28, 2010 Use FOMM and look the mod load order up there Link to comment Share on other sites More sharing options...
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