jonas66 Posted May 1, 2011 Share Posted May 1, 2011 (edited) I looked this up online, and as far as I can tell I've followed the instructions there fine. I've found the form ID in the GECK, and it matches what pulls up in Tessnip as well. But if I do an additem code to add the item to my inventory, it does not recognized the code. Is there a step that I'm missing here? Edit: Ok, I did get them to work, by changing the first two numbers from 01 as they say in the GECK to the 2 digits that precede the mod in FOMM. So, I guess my real question, then, is how you could make the baseid static for everybody who would download the mod, since their load order would be different each time. Is that possible? Edited May 1, 2011 by jonas66 Link to comment Share on other sites More sharing options...
majinshinsa Posted May 1, 2011 Share Posted May 1, 2011 i dont think so. you could have a script to give the placer a token. said token could run the additem script thus giving the item no matter the load order. Link to comment Share on other sites More sharing options...
jonas66 Posted May 1, 2011 Author Share Posted May 1, 2011 I looked this up online, and as far as I can tell I've followed the instructions there fine. I've found the form ID in the GECK, and it matches what pulls up in Tessnip as well. But if I do an additem code to add the item to my inventory, it does not recognized the code. Is there a step that I'm missing here? Edit: Ok, I did get them to work, by changing the first two numbers from 01 as they say in the GECK to the 2 digits that precede the mod in FOMM. So, I guess my real question, then, is how you could make the baseid static for everybody who would download the mod, since their load order would be different each time. Is that possible? Hmmm, not optimal. Oh well, I'll just change the directions in the readme. Thanks for the response. Link to comment Share on other sites More sharing options...
majinshinsa Posted May 1, 2011 Share Posted May 1, 2011 are you requiring the player to use the console? if your scripting the addition of the item, you can just use the item name and not need the load order. you can even use a script to add it as soon as the game starts Link to comment Share on other sites More sharing options...
deu58 Posted May 1, 2011 Share Posted May 1, 2011 What about not changing the first two numbers at all?For my mod I added SB to the end of any items added or edited. Makes everythying easy to find for GECK editing to. I just use *SB in the filters and only my stuff pops up. I move my mod up and dpwn all the time in the load order for testing etc.Or are there some cases where it is necessary to change the first two?I also seem to remember reading something that if you are going to edit the first two numbers then they should be replaced with letters like AA or BB etc. I am pretty sure I have seen a few posts on that subject in the mod forums here. Link to comment Share on other sites More sharing options...
majinshinsa Posted May 1, 2011 Share Posted May 1, 2011 i think hes talking about using the console, in which you need the id the game gives it and the first 2 change depending on where it is in the load order Link to comment Share on other sites More sharing options...
deu58 Posted May 1, 2011 Share Posted May 1, 2011 i think hes talking about using the console, in which you need the id the game gives it and the first 2 change depending on where it is in the load order I thought consoles could not use mods? I heard they can play on line and down load official dlcs etc but I thought third party mods were still not available to them.? Am I still in the dark ages here? :) Link to comment Share on other sites More sharing options...
davidlallen Posted May 1, 2011 Share Posted May 1, 2011 Terminology problem. A "console platform" like xbox cannot use mods. The PC platform has a "console prompt" where you can type commands. I strongly hope that no modder is entering eight digit hex ID codes into their mods using geck. This will definitely cause problems. The primary reason for entering hex ID codes is at the "console prompt", for example to give yourself a lot of caps with "player.additem 0000000f 10000". We are trying to establish why jonas66 is instructing players to edit hex ID codes. Link to comment Share on other sites More sharing options...
jonas66 Posted May 1, 2011 Author Share Posted May 1, 2011 Terminology problem. A "console platform" like xbox cannot use mods. The PC platform has a "console prompt" where you can type commands. I strongly hope that no modder is entering eight digit hex ID codes into their mods using geck. This will definitely cause problems. The primary reason for entering hex ID codes is at the "console prompt", for example to give yourself a lot of caps with "player.additem 0000000f 10000". We are trying to establish why jonas66 is instructing players to edit hex ID codes. Yeah, console additem code. The items in question are available for sale by a particular vendor, and for most people they show up fine. But it seems for one or two random users for some reason the items are not available in the barter menu, and they requested the baseids to just add them by console. And yes, for the record I make Every item I make in any geck mod start with 01, because then they're right at the top of their respective menus. Link to comment Share on other sites More sharing options...
davidlallen Posted May 2, 2011 Share Posted May 2, 2011 Starting item names with a number is a bad practice. Sometimes you enter a script and it has syntax errors, for example if you have a script 01xyz and you refer to a variable inside it. As long as you make your items start or end with a unique prefix, it is easy to filter. For my mod The Most Dangerous Game, all my items start with tdg. Link to comment Share on other sites More sharing options...
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