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Is it possible to extract the id item codes of mod items?


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I am using the Weapon Expansion Mod and I have been waiting forever for vendors to sell some of them, they never seem to do, can I figure out somehow what the item codes are and then use them?

 

Do I use the GECK to do it?

 

Thank You!

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I suppose your problem is that you can't *see* the item, so you can't use console to click on the item and get the item code. If you see the item, for example in loot, or dropped by an enemy, then you can click on the item with console active and the item code will appear at the top of the screen. If you can't see the item then you will need to use geck or fnvedit to find the item code. In that case you will need to know the name that the modder used when he created the item. Using fnvedit may be easier since you can see only the items which are changed in the mod.
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I suppose your problem is that you can't *see* the item, so you can't use console to click on the item and get the item code. If you see the item, for example in loot, or dropped by an enemy, then you can click on the item with console active and the item code will appear at the top of the screen. If you can't see the item then you will need to use geck or fnvedit to find the item code.

if an npc has that item in his inventory, you can get the code with showinventory.

if it doesn't scroll to nirvana though. :-)

 

p.s. @ davidlallen: hey man, you're ever going to give me part two of your robot retexturing wisdom...? :-) i'm still really stuck with that little fellow & would really appreciate some advice.

if you don't remember the thread, http://www.thenexusforums.com/index.php?/topic/378618-robot-retexture-headaches/

Edited by stevie70
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I realised only part of the mod is working...some weapons which are supposed to be moddable aren't moddable, so I am assuming that could be the reason some just don't show up?

For mods which contain moddable weapons, there is a bug in geck. There are some new item types in FNV, such as casino chips and weapon mods. If a mod contains these items, it is possible that when geck saves, it may only save part of the mod. For more details and the solution see this thread.

Edited by davidlallen
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  • 1 year later...

Hey davidlallen,

I want to take it a little further and want to know the FormIDs too to make complete list of Item Mods in the WMX mod so i can put it into an excel table to make a (Cheat)-List of ALL weapon mods in the file, tried it with FNVEdit, GECK and now TESsnip of FOMM do you have an idea how i can do that?

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Either do it manually or export the Names in NVGECK.

 

1. Open NVGECK

2. Select File

3. Select Data

4. Check "FalloutNV.esm" and any other plugins and their masters that you will be working with

5. Choose OK

6. ...let it load

7. Select File

8. Select Export

9. Select Names

10. Give the file a name and location to save as ("Names.txt"? Alternatively choose Export All and they will be automatically created in the "fallout new vegas" directory)

11. Choose OK

 

Browse to your file and import it in to a spreadsheet as you will. The format looks like what is below. Strip "FormID: " and import all columns as general text so the zero padding remains in the FormIDs. The FormType that you are interested in is "IMOD" so sort by that column so that you can dump the rest. You will know the mod added mods by the mod index of the FormIDs.

 

FormID: 00129878	ModNV10mmPistolSilencer	IMOD	 	10mm Pistol Silencer

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@blove:

THAAAAAAAAAAAAAAAAAANK YOOOOOOOOOOOOOOOOOOOOOOOOOOOOUUUUUUUUUUUUUUUUUUUUUUUUUUUU, I exported it into excel and it pastes it into different columns, PERFECT for my data sheet.

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