Purr4me Posted April 9, 2015 Share Posted April 9, 2015 (edited) Mark I Turret(526D5) Fort Independence Done Mark I Turret(B53B4) Tepid Sewers Done Mark III Turret(AA1C3) Jefferson Museum and Gift Ship Done Mark I Turret(B9B36) Arlington Library Media Archive Done http://s26.postimg.org/cpbt5o4g9/turrits.jpgSo far these are set; The following not yet set:Mark I TurretReferenceID: 35B67 Mark I TurretReferenceID: 526e1Mark II Turret(54c56)Mark II Turret(54c57) Need the world space or location. Edited April 9, 2015 by Purr4me Link to comment Share on other sites More sharing options...
VirtualVictory Posted April 9, 2015 Author Share Posted April 9, 2015 If your happy? I'm happy, your welcome. Have fun now.KittyI'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 TurretReferenceID: 35B67 Mark I TurretReferenceID: 526e1 Mark I Turret(B53B4) Tepid Sewers Mark II Turret(54c56)Mark II Turret(54c57)Mark III Turret(AA1C3) Jefferson Museum and Gift ShipMark I Turret(B9B36) Arlington Library Media ArchiveMark 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 . No problem at all, although I'm not going to be doing much tonight in Fallout out of fear of these robots and animals dying! I'm concerned about Scavenger's Dogs, Scavenger's Yao Guais, Scavenger's Brahmin, Bigtown's robots, and the National Archive's robots as well. Unlike unique encounter characters and average NPCs, they're not listed on that spreadsheet making their base ids rather difficult to find(at least for me). I don't have a spreadsheet backing me up this time around, so if you can show me where I can find these ids manually in the G.E.C.K., I would appreciate it. Link to comment Share on other sites More sharing options...
Purr4me Posted April 9, 2015 Share Posted April 9, 2015 Lvl<..... know what that means? just by any chance? Language, in general..means the data is in it's self "scripted in to the games through interactions from cells or dialogs or many other things...............The term "script !.." does not meant a script, it means the language of how the game is assembled.......... leveled creatures react to player settings, easy, medium, hard, or very hard, as well as perks...perks act upon these things and Dynamically change their properties. what your asking me here is a potential to break the game...if you do it, I am taking a chance here building the esp plugin for you to test, I have no idea what you intend to do with the data...so up front, I' PM the link of this works ...keep it private, do not re-upload it. I don't have a spreadsheet backing me up this time around, so if you can show me where I can find these ids manually in the G.E.C.K., I would appreciate it.Dynamics are not listed, there is a base default for 3 objects contained win the game.http://s26.postimg.org/wxz6re3rd/Might_be_what_you_want.jpg Link to comment Share on other sites More sharing options...
Purr4me Posted April 9, 2015 Share Posted April 9, 2015 In the geck Object windows, type the word "Turret" in the box ,click on the tree's and see Just how much damage you can cause, doing what you want..I believe making them not argo on the player.http://s26.postimg.org/5c10kg9s9/daisy_chains.jpg each time you see a set of many many objects, Note: how many times they spawn?How they interact with in the game, how many scripts will be broken...possibly..yet to see. I know you can't alter Broken steels turrets during the airport quest because they will break the game. but you can view these, study these, and you can edit these....but I make you a base plugin with correct settings to do what you are asking with out damaging the game structure. get the locality of the remains you asked about and I'll edit those too. Link to comment Share on other sites More sharing options...
Purr4me Posted April 9, 2015 Share Posted April 9, 2015 (edited) [00] Fallout3.esm \ Worldspace \ 0000003C <Wasteland> \ 00002DB4 \ Persistent \ 000526E1 [00] Fallout3.esm \ Worldspace \ 0000003C <Wasteland> \ Block 0, -1 \ Sub-Block 1, -2 \ 00000D79 \ Temporary \ 00054C56 [00] Fallout3.esm \ Worldspace \ 0000003C <Wasteland> \ Block 0, -1 \ Sub-Block 1, -2 \ 00000D79 \ Temporary \ 00054C57This is not a turit ( [00] Fallout3.esm \ Cell \ Block 1 \ Sub-Block 4 \ 0001A285 <MetroCenter03> \ Temporary \ 00035B67It's this (FXBrightSpotBasic [sTAT:0004E00C])http://s26.postimg.org/8k5hxhw21/heavy.jpgDone, packaging up now and will send you the link to test it. Edited April 9, 2015 by Purr4me Link to comment Share on other sites More sharing options...
VirtualVictory Posted April 9, 2015 Author Share Posted April 9, 2015 (edited) There's no need, don't trouble yourself creating an esp! Miraculously, I left my mouse over one of the turrets and it listed an id. I went in-game, typed "setessential b25a6" and it worked. Although a little buggy, the turrets now have infinite health. I typed "yao" and dog" into the Object Window as well and sure enough, it lists the base id for every single Scavenger's dog and Yao Guai along with every other animal and robot I've been stressing out about since yesterday. I'm angry that it has been this simple all along. http://i.imgur.com/8Wm8Ju4.png Thank you for your responses and willingness to put up with my ignorance with the G.E.C.K. Edited April 9, 2015 by VirtualVictory Link to comment Share on other sites More sharing options...
Purr4me Posted April 9, 2015 Share Posted April 9, 2015 test what I just sent you Link to comment Share on other sites More sharing options...
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