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Comprehensive list of all items added by Operation Anchorage?


Draconzis

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For the life of me I can't seem to find a list of all weapons and apparel added by the OA DLC. The lists on Gamepedia and the Wiki only lists the obvious, but doesn't going into detail about similar but different items, such as the simulation versions of normal weapons. Pretty much I want a list that not only lists the names of the items normally attainable, but also items that only appear on simulation npcs, if they have a wasteland and/or simulation counter part, and cut items. From the looks of it, all the information is on the wiki and gamepedia, but not in any of the lists. I can probably doing like an hour of searching and scrap together all individual weapons and apparel, including all the different IDs, but it would be so much easier if there was a comprehensive list that I just haven't seen yet.

 

Edit: See post below.

Edited by Draconzis
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Alright, so shortly after posting this I realized how incredibly lazy I was for asking someone else to create a list instead of putting the time into it myself. So here we go.

 

I put a tag in parenthesis after each listing. (Sim) means it is the simulation version of said item, which usually means that it has a metric crap ton of item durability. (Wastes) Means that it is (or was intended to be) found outside of the simulation and used by the player out in the wasteland. (Test) means the item was used for testing purposes and the specific item ID was never was even intended to be added to the game. Directly behind the tag is the item ID, meaning the string you punch into the console to get it.

 

Weapons

  • Frag Grenade (Sim) 1003f43
  • Frag Mine (Sim) 1003f45
  • Power Fist (Sim) 100c6f0
  • Trench Knife (Wastes) 100c07b
  • Trench Knife (Sim) 1003f44
  • 10mm Pistol (Sim) 1003f49
  • 10mm Alloy Steel Pistol (Wastes) 100c06c
  • Silenced 10mm Pistol (Sim) 1003f4a
  • Silenced 10mm Alloy Steel Pistol (Wastes) 100c06d
  • No Ammo Silenced 10mm Pistol (Test) 1002972
  • 10mm Submachine Gun (Sim) 1003f72
  • 10mm Alloy Steel Submachine Gun (Wastes) 100c06f
  • Chinese Pistol (Sim) 1003f41
  • Chinese Dragoon Pistol (Wastes) 100c071
  • Combat Shotgun (Sim) 100c7c2
  • Assault Rifle (Sim) 1003f3e
  • Alloy Steel Assault Rifle (Wastes) 100c06e
  • Chinese Assault Rifle (Sim) 1003f3f
  • Chinese Dragoon Assault Rifle (Wastes) 100c070
  • High Damage Chinese Assault Rifle (Test) 100af7d
  • Sniper Rifle (Sim) 1003f48
  • Gauss Rifle (Wastes) 100c07d
  • Gauss Rifle (Sim) 1003a04
  • Gauss Rifle (Test) 1003a04
  • Flamer (Sim) 1003f42
  • Minigun (Sim) 1003f47
  • Missile Launcher (Sim) 1003f46
  • Fatman (Sim) 100c169
  • Smoke Grenade (Test) 1008236
  • Signal Flare (Test) 100a4dd
  • Jingwei's Shocksword (Sim) 100b554
  • Jingwei's Shocksword (Wastes) 100c07c
  • Jingwei's Shocksword DOT (Test) 100c38e
  • Jingwei's Shocksword Stack (Test) 100beb5
  • Electric Sword (Test) 1004dad
  • Electric Sword A Electrocute Crit Knockdown (Test) 100be37
  • Electric Sword Damage Multiply (Test) 100be38
  • Test Gun (Test) 100a4df
  • Test Tank Laser (Test) 1000cf2e, 1003e21, and 1003bfb

Apparel

  • Outcast Scribe Robe 100742f
  • Neural Interface Suit (Pre-Sim) 100a6c0
  • Neural Interface Suit (Post-Sim) 100bb28
  • Chinese Stealth Armor (Wastes) 100c18f
  • Chinese Stealth Armor (Sim) 1003a02
  • Chinese Stealth Helmet (Wastes) 100c190
  • Chinese Stealth Helmet (Sim) 1003a03
  • General Chase's Overcoat (Sim) 100ad7b
  • General Jingwei's Uniform (Sim) 100c1ca
  • Chinese General Hat (Sim) 100c1c8
  • Winterized Chinese Jumpsuit (Wastes) 100c189
  • Winterized Chinese Jumpsuit (Sim) 1003f3a
  • Winterized Chinese Commando Hat (Wastes) 100c18a
  • Winterized Chinese Commando Hat (Sim) 1003f39
  • Army Mechanic Jumpsuit 100a0ec
  • Winterized T-51b Power Armor (Wastes) 100c18d
  • Winterized T-51b Power Armor (Sim) 1001f09
  • Winterized T-51b Power Helmet (Wastes) 100c18e
  • Winterized T-51b Power Helmet (Sim) 1001f08
  • Winterized Combat Armor (Wastes) 100c18b
  • Winterized Combat Armor (Sim) 1003af9
  • Winterized Combat Helmet (Wastes) 100c18c
  • Winterized Combat Helmet (Sim) 1003afc
  • Winterized Combat Helmet, No Balaclava 100cdde
  • Snowman Head 100bc37
  • Sim Regen Armor 1002969
  • The Peepers 1003473

Misc

  • Schematics - Trench Knife (Test) 10024ef

 

NOTE: You are mistakenly given the Sim version of the Winterized T-51b power armor at the end of the DLC, thus the Wastes version is normally unobtainable in game. Also, I do not know whether the Winterized Combat, No Balaclava has Sim levels of item HP or not. So if anyone can inform me of which it is, that would be helpful. I cannot seem to find the IDs for the weapons the Chimera tanks actually use, only the test ones, so if you know what it is please tell me. Also, if I missed any items at all, please tell me so I may update the list.

 

I learned a rather lot of things making this list. Did you know that there are 7 variations of Jingwei's Shocksword? I did not know that there are 7 variations of Jingwei's Shocksword.

 

Sources:

Cutting Room Floor

Fallout Wiki

Edited by Draconzis
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The item ID number wil not allow you to spawn that item using the console. For that, you need the base object number.

 

Base object numbers for the game can be obtained from any of the Fallout 3 Wikipedia or FO3Edit.

 

The first two digits of the base object number is alway the load order number of the DLC or mod that adds the object to the game.

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The item ID number wil not allow you to spawn that item using the console. For that, you need the base object number.

 

Base object numbers for the game can be obtained from any of the Fallout 3 Wikipedia or FO3Edit.

 

The first two digits of the base object number is alway the load order number of the DLC or mod that adds the object to the game.

I apologize, but what exactly is the difference between the item ID number and the base object number? Also, I created the list assuming people have the GOTY edition or all the DLCs, which I believe automatically place it at the top of your load order as 01. If you would like, I could easily change the '1' that is in front of everything to an XX, like how they do it on the wiki.

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The reference ID number never changes, while the Base Object number changes according to the load order.

 

Since you provided the complete ID number, I thought you had provided the Reference ID number. Since you state the numbers come from the wiki with XX as the first two digits, that is how the Base Object numbers are usually displayed in lists. This allows the listing of the numbers with the user providing the first two digits according to the load order.

 

In a related matter, any base object numbers from the DLC Anchorage should start "01", not "10" which would place the object from a file that was from the eleventh file in the load order.

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The reference ID number never changes, while the Base Object number changes according to the load order.

 

Since you provided the complete ID number, I thought you had provided the Reference ID number. Since you state the numbers come from the wiki with XX as the first two digits, that is how the Base Object numbers are usually displayed in lists. This allows the listing of the numbers with the user providing the first two digits according to the load order.

 

In a related matter, any base object numbers from the DLC Anchorage should start "01", not "10" which would place the object from a file that was from the eleventh file in the load order.

I believe it doesn't make any difference if I put "1" instead of "01" as, correct me if I'm wrong, the game ignores all initial zeros and only starts 'reading' the id once it hits any other number/letter.

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The reference ID number never changes, while the Base Object number changes according to the load order.

 

Since you provided the complete ID number, I thought you had provided the Reference ID number. Since you state the numbers come from the wiki with XX as the first two digits, that is how the Base Object numbers are usually displayed in lists. This allows the listing of the numbers with the user providing the first two digits according to the load order.

 

In a related matter, any base object numbers from the DLC Anchorage should start "01", not "10" which would place the object from a file that was from the eleventh file in the load order.

I believe it doesn't make any difference if I put "1" instead of "01" as, correct me if I'm wrong, the game ignores all initial zeros and only starts 'reading' the id once it hits any other number/letter.

 

 

If that were the case, you would never be able to spawn anything in the base game since it's load order number is "00".

 

All Base Object ID or Quest ID numbers are eight digits. Anything less will not be accepted when attempting to spawn an item or reset a quest.

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The reference ID number never changes, while the Base Object number changes according to the load order.

 

Since you provided the complete ID number, I thought you had provided the Reference ID number. Since you state the numbers come from the wiki with XX as the first two digits, that is how the Base Object numbers are usually displayed in lists. This allows the listing of the numbers with the user providing the first two digits according to the load order.

 

In a related matter, any base object numbers from the DLC Anchorage should start "01", not "10" which would place the object from a file that was from the eleventh file in the load order.

I believe it doesn't make any difference if I put "1" instead of "01" as, correct me if I'm wrong, the game ignores all initial zeros and only starts 'reading' the id once it hits any other number/letter.

 

 

If that were the case, you would never be able to spawn anything in the base game since it's load order number is "00".

 

All Base Object ID or Quest ID numbers are eight digits. Anything less will not be accepted when attempting to spawn an item or reset a quest.

 

I just hopped in game and spawned a Gauss Rifle using the code I listed here, without the zero in front of the one. I also spawned in a Fat Man, the base game version, without any zeros at all being used. So, unless I am majorly misunderstanding something here, the codes I listed here are valid.

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