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How do you find the BASE ID for any character in the G.E.C.K.?


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I have interest in keeping some miscellaneous npcs alive. Npcs such as Wastelanders, Wasteland Settlers, Scavenger's, Scavenger's Yao Guai, Scavenger's Dog, Scavenger's Pack Brahmin, some friendly robots such as Tinker Joe's, Bigtown's and the npcs from unique random encounters. Before you tell me to type "gbo" on the npc to get their base object id, it won't work with these particular npcs. These misc, randomized npcs usually start with an "fff" and their supposed base id changes upon every restart or reload while their reference id is the only id that remains unchanged. I've been wondering for quite some time now, is it possible to search for an npc in the G.E.C.K. only with their reference id? Is there a mod that allows you to make any npc essential by shooting them with an essential weapon much like the Groovatron or perhaps a command you can type on them without having to know their base id?

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I have interest in keeping some miscellaneous npcs alive. Npcs such as Wastelanders, Wasteland Settlers, Scavenger's, Scavenger's Yao Guai, Scavenger's Dog, Scavenger's Pack Brahmin, some friendly robots such as Tinker Joe's, Bigtown's and the npcs from unique random encounters. Before you tell me to type "gbo" on the npc to get their base object id, it won't work with these particular npcs. These misc, randomized npcs usually start with an "fff" and their supposed base id changes upon every restart or reload while their reference id is the only id that remains unchanged. I've been wondering for quite some time now, is it possible to search for an npc in the G.E.C.K. only with their reference id? Is there a mod that allows you to make any npc essential by shooting them with an essential weapon much like the Groovatron or perhaps a command you can type on them without having to know their base id?

http://s26.postimg.org/nrgw43yix/base_ID.jpg

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I have interest in keeping some miscellaneous npcs alive. Npcs such as Wastelanders, Wasteland Settlers, Scavenger's, Scavenger's Yao Guai, Scavenger's Dog, Scavenger's Pack Brahmin, some friendly robots such as Tinker Joe's, Bigtown's and the npcs from unique random encounters. Before you tell me to type "gbo" on the npc to get their base object id, it won't work with these particular npcs. These misc, randomized npcs usually start with an "fff" and their supposed base id changes upon every restart or reload while their reference id is the only id that remains unchanged. I've been wondering for quite some time now, is it possible to search for an npc in the G.E.C.K. only with their reference id? Is there a mod that allows you to make any npc essential by shooting them with an essential weapon much like the Groovatron or perhaps a command you can type on them without having to know their base id?

http://s26.postimg.org/nrgw43yix/base_ID.jpg

 

I have a decent amount of experience with the G.E.C.K. but up until recently, I've never used it to look up NPCs. The only thing that is confusing me is how you reached this window that you're viewing. Despite searching for an hour, I cannot find it or perhaps I did and it doesn't display the information that yours does. Below I left a screenshot of my G.E.C.K. I loaded my Fallout3.esm(obviously), went to "Actor Data" in the Object Window and opened "Packages." I opened it and right clicked on packages; it opened another window although this window doesn't display anything but a list of NPCs and their ids.

 

https://i.imgur.com/PEckgaH.png

Edited by VirtualVictory
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Open Geck, select fallout3.esm only set NO esp hot..meaning there is nothing to do, just load it.

at the top,Click on character, then select Packages hun, your there.

 

Pay attention to target data column, there is where you are missing things. avoid using characters that are tied into too many other variables.

in this windows to sort things really fast click on the tab bar called "type" just once, scroll down to all wastlanders listed and then scan with your eye's to see what is tied into what.

 

Kitty

Edited by Purr4me
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Open Geck, select fallout3.esm only set NO esp hot..meaning there is nothing to do, just load it.

at the top,Click on character, then select Packages hun, your there.

 

Pay attention to target data column, there is where you are missing things. avoid using characters that are tied into too many other variables.

in this windows to sort things really fast click on the tab bar called "type" just once, scroll down to all wastlanders listed and then scan with your eye's to see what is tied into what.

 

Kitty

Thank you! This will help me greatly find many NPCs and I believe I've found the NPCs I need to make essential, they're labeled under "FFEU05NPCGuardHydrant." The only issue is that I don't know where to go from here to find their base ids. I have the AI Packages tab open, I went down to "FFEU05NPCGuardHydrant," right clicked on it, went to "Use Info" and it opened another tab that's labeled "Use Report." This tab has two NPCs listed: FFEU05NPC01 and FFEU05NPC02.

 

FFEU05NPC01 is labeled as an African American woman which supports the idea that she's the woman I'm interested in making essential. And FFEU05NPC02 is a Hispanic man which only backs it up further. Below I'm going to show my gradual window discovery hoping that you can lead me to the right tab that shows these two npc's base ids. I'm also going to include a cute picture of what they look like in-game. ^_^

 

Troubleshooting 1: http://i.imgur.com/7bHssRB.png

Troubleshooting 2: http://i.imgur.com/wX1RMlu.png

What they look like in-game: http://i.imgur.com/LfcszLI.jpg

Edited by VirtualVictory
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ok, because the two are connected but the AI package is sliced into two parts. they are also scripted in together so only one would require what you intend to do, you can't separate them, they both use the single AI package.

 

On that same window lists all AI Base ID's the column is in that window. the package window, ..

I'll edit this post..

 

I'll look into it some more.

Open the Template Data "actor base" for each and see if they are different, though NO ID is present, this is a variable with in the game structure pointing to these tow NPC's.

 

Not every thing is cut and dry in this game .Kinda dirty /sloppy and then again Not....you have to be there and think what are all that can happen in the game.

 

Notice in the second shot, that actor is not Editable...it's greyed out?

 

But below ! you can access it's base code, change it.

----------------------

The template data box is where you make all your changes and save it to a New(esp)file and test it. once you have it loaded, and have tested it and the game does not crash on you, you can add attributes through the use of fo3edit .once added, you need to reload this ESP into the geck and just simply save it and exit the geck, run and test it again.

 

OR load the edited Fo3edit result into Fo3utility, a java based program to add the missing information that's NOT there for which this requires in order to remain Valid in the game.

Edited by Purr4me
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ok, because the two are connected but the AI package is sliced into two parts. they are also scripted in together so only one would require what you intend to do, you can't separate them, they both use the single AI package.

 

On that same window lists all AI Base ID's the column is in that window. the package window, ..

I'll edit this post..

 

I'll look into it some more.

Open the Template Data "actor base" for each and see if they are different, though NO ID is present, this is a variable with in the game structure pointing to these tow NPC's.

 

Not every thing is cut and dry in this game .Kinda dirty /sloppy and then again Not....you have to be there and think what are all that can happen in the game.

 

Notice in the second shot, that actor is not Editable...it's greyed out?

 

But below ! you can access it's base code, change it.

----------------------

The template data box is where you make all your changes and save it to a New(esp)file and test it. once you have it loaded, and have tested it and the game does not crash on you, you can add attributes through the use of fo3edit .once added, you need to reload this ESP into the geck and just simply save it and exit the geck, run and test it again.

 

OR load the edited Fo3edit result into Fo3utility, a java based program to add the missing information that's NOT there for which this requires in order to remain Valid in the game.

So, if I change an npc's base id and save it to an .esp, make them essential in-game and then uninstall the .esp, would the npc remain essential? I'm assuming no!

 

Regardless, before I could respond, I searched the ids of these npcs that I found in the G.E.C.K. (FFEU05NPC01 and FFEU05NPC02) on a spreadsheet that shows every NPC base id within the game and found their base ids!

https://docs.google.com/spreadsheet/ccc?key=0ApSM1K6HVjercE9yWkhZR3l4bi04dGh0dTNXeTlpRHc#gid=0

 

Thank you again Purr4Me, now with a lot less trouble I can search for the names of these types of NPCs by using the Target Data's tab of the AI Packages window and then search the name of the NPC on that spreadsheet. You've certainly made my life a lot easier as FOSE's "GBO" and ZableBlaze's Sharing and Caring Companions don't cover every NPC! ^_^

Edited by VirtualVictory
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If your happy? I'm happy, your welcome. Have fun now.

Kitty

I've made nearly every character I originally set out to make essential, essential. I'm having one issue though that I forgot to bring up yesterday: I don't know how to find turrets in the G.E.C.K. and make them essential! There are many turrets that once disabled, pose no threat and there's no sense in having them blown up never to be seen again. I saved their reference ids and some have the names of the cells I found them in . If you know of a way for me to find the base ids for these turrets, I would appreciate it!

 

Mark I Turret(526D5) Fort Independence
Mark I Turret
ReferenceID: 35B67
Mark I Turret
ReferenceID: 526e1
Mark I Turret(B53B4) Tepid Sewers
Mark II Turret(54c56)
Mark II Turret(54c57)
Mark III Turret(AA1C3) Jefferson Museum and Gift Ship
Mark I Turret(B9B36) Arlington Library Media Archive
Mark I Turret(B25A5) Fort Independence Lower Level
Edited by VirtualVictory
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If your happy? I'm happy, your welcome. Have fun now.

Kitty

I've made nearly every character I originally set out to make essential, essential. I'm having one issue though that I forgot to bring up yesterday: I don't know how to find turrets in the G.E.C.K. and make them essential! There are many turrets that once disabled, pose no threat and there's no sense in having them blown up never to be seen again. I ran around the map and saved their reference ids and some have the names of the cells I found them in . If you know of a way for me to find the base ids for these turrets, I would appreciate it!

 

Mark I Turret(526D5) Fort Independence
Mark I Turret
ReferenceID: 35B67
Mark I Turret
ReferenceID: 526e1
Mark I Turret(B53B4) Tepid Sewers
Mark II Turret(54c56)
Mark II Turret(54c57)
Mark III Turret(AA1C3) Jefferson Museum and Gift Ship
Mark I Turret(B9B36) Arlington Library Media Archive
Mark I Turret(B25A5) Fort Independence Lower Level

 

15 gig download. wait a bit till I'm done, I'll come back and deal with it .

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