Volkaine Posted January 23, 2011 Share Posted January 23, 2011 (edited) hello everyone, i feel kinda cheap that my first post here is asking for help but please bear with me, i have many mods installed in my fallout but up until this point i had 0 issues and/or conflicts. however, i decided to start mother ship zeta on my new (main) character as i just bought a new pc and had to start over :( anyway, i get the glitch where i'm frozen and somah (sp?) isn't in the room at the start, so i do the "enableplayercontrols" trick and i can move, hooray. however, the next step in fixing this acording to the fallout wiki is the "prid xx000988 enable/disable" command. i am aware that xx is a variable dependent on the load order of zeta.esm the load order of my zeta is 04 after running BOSS for F3. also as a quick litte note, i have never had fallout 3.esm checked, or oblivion.esm when i played that, does that matter? (technically its the 5th one down, however like i said i never checked fallout 3.esm so its the 4th one checked, and the mod index says zeta is 04 so i assumed it meant 04~~~~ etc. was i wrong? and YES i have also tried 05 as the variable) as i was saying, so now i type in "prid 04000988 disable" "prid 04000988 enable" AND "prid 04000988 disable, enable" i even tried the "move to player" command, and i always get "item "*****" not found for parameter ObjectRefereanceID" i also get that same error whenever i tried to get tons of epoxy for mah weapons. this has rendered zeta, and my game, unplayable. suggestions/fixes? Edited January 23, 2011 by Volkaine Link to comment Share on other sites More sharing options...
nosisab Posted January 23, 2011 Share Posted January 23, 2011 (edited) well, that xx is hexadecimal but it should not be a problem for 04... it would be if the mod was the eleventh so it should be referred as 0A (11 - 1 since the numbering begins on 0) Be aware PRID acts over the referenceID and it's not the same as the ObjectID (this last is like the one used with the giveItem, for example). In Geck, the RefefenceID is given in a field under the "placed" object properties at the "render window" and not the object window. If it's not there the engine provides one for the "instance" of the object in game, and it's harder to find which it is. ObjectID is a unique identifier for all objects of its kind... example: the value for the "steel shortsword" ReferenceID is a unique identifier for that one specific instance of "steel shortsword" in game. Edit: think this way, if the PRID was over the ObjectID, the poor character would be crushed under all "steel shortswords" in game when the moveto is used :) or all "steel shortswords" would go limbo when using the Disable function. Otherwise, the GiveItem uses the ObjectID and the engine places n instances of it in game (and gives to each one a RefID). That's the reason the Give Item need the number of objects to be explicitly given. For the RemoveItem the idea is the same and the player can't chose which instance will vanish, only the amount of them. Edited January 23, 2011 by nosisab Link to comment Share on other sites More sharing options...
Volkaine Posted January 23, 2011 Author Share Posted January 23, 2011 (edited) that edit you made made things a little clearer so thanks, this is what the wiki says # still stuck try bringing up the console using the "`" key and typing "enableplayercontrols"# After using the "enableplayercontrols", you might still find Somah nowhere to be seen. If this happens, you can input the following commands: "prid xx000988" (with xx being the load order of the Zeta.esm file in the mod manager), "disable", "enable". Somah should materialize in front of you, allowing you to continue the quest. found from Zeta Bugs (PC only section) so from what you said the prid command followed by the ref ID would start the instance where somah is trapped with me, instead of just summoning the npc. that makes sense. although i wasnt clear about the GECK bit, i just downloaded it and updated it, but i have no idea how to use it, is there a way using the geck to find somahs correct ref ID or is my problem a diferent one entirely? Edited January 23, 2011 by Volkaine Link to comment Share on other sites More sharing options...
nosisab Posted January 23, 2011 Share Posted January 23, 2011 (edited) For NPCs it's easy to find the RefID because they Always have one (at least I can grant it for named NPCs). For objects it will depend on it having "that certain" instance actually placed in game (like on the render window). In this case, it's not enough to place the object and the above mentioned field at it's properties must be filled to grant the RefID is known from start. I have been away from the modding scenery by a long time and forgot many things already. Lets hope someone else comes up with more specific and useful methods to find non previously explicit RefIDs. Edit: sorry, I misunderstood some things, I see. If you got the command elsewhere, probably the RefID is correct. I'm Not sure why you need to use the EnablePlayerControls, it should happen only if it was disabled before so you can't move at all. Disabling and enabling the NPC may not be enough, and the quest stage is, maybe, what you need to set. Notice quests stages can only be advanced, you can't set it backward. Advancing quest stages is something that should be done only with care and if totally stuck. Be aware advancing quests stages does not provide eventual involved quest items and so they need to be given or removed accordingly. Be careful not "summoning" NPCs somewhere they are not supposed to be. PS: unlike many other games, the presence of quest items is not enough to trigger changes, for example: "Getting" the item sets the stage change, not the item itself does it when talking with the quest giver. Albeit something like it can be scripted to happen, it's not how quests evolve normally. Edited January 23, 2011 by nosisab Link to comment Share on other sites More sharing options...
nisen Posted February 5, 2011 Share Posted February 5, 2011 (edited) this has rendered zeta, and my game, unplayable.suggestions/fixes?half serious you could allways just forget about mothership zeta - im really critical of this mod thought it was pretty lame and lacked alotof game play elements; mainly disliked the homgenous enemy AI, and the game world didnt really gel with me, but the majority of people obviously disagree or mabye install Fo3edit and see what load order it recognises its in. Edited February 5, 2011 by nisen Link to comment Share on other sites More sharing options...
Papajack55 Posted February 19, 2011 Share Posted February 19, 2011 Properly loading order: Fallout.esmanchorage.esmPitt.esmBrokenSteel.esmPointLookout.esmZeta.esm Of course, that depends on what some of your mods call for in order also. Link to comment Share on other sites More sharing options...
Recommended Posts