Draconzis Posted September 8, 2016 Share Posted September 8, 2016 (edited) 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 September 9, 2016 by Draconzis Link to comment Share on other sites More sharing options...
Draconzis Posted September 9, 2016 Author Share Posted September 9, 2016 (edited) 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. WeaponsFrag Grenade (Sim) 1003f43Frag Mine (Sim) 1003f45Power Fist (Sim) 100c6f0Trench Knife (Wastes) 100c07bTrench Knife (Sim) 1003f4410mm Pistol (Sim) 1003f4910mm Alloy Steel Pistol (Wastes) 100c06cSilenced 10mm Pistol (Sim) 1003f4aSilenced 10mm Alloy Steel Pistol (Wastes) 100c06dNo Ammo Silenced 10mm Pistol (Test) 100297210mm Submachine Gun (Sim) 1003f7210mm Alloy Steel Submachine Gun (Wastes) 100c06fChinese Pistol (Sim) 1003f41Chinese Dragoon Pistol (Wastes) 100c071Combat Shotgun (Sim) 100c7c2Assault Rifle (Sim) 1003f3eAlloy Steel Assault Rifle (Wastes) 100c06eChinese Assault Rifle (Sim) 1003f3fChinese Dragoon Assault Rifle (Wastes) 100c070High Damage Chinese Assault Rifle (Test) 100af7dSniper Rifle (Sim) 1003f48Gauss Rifle (Wastes) 100c07dGauss Rifle (Sim) 1003a04Gauss Rifle (Test) 1003a04Flamer (Sim) 1003f42Minigun (Sim) 1003f47Missile Launcher (Sim) 1003f46Fatman (Sim) 100c169Smoke Grenade (Test) 1008236Signal Flare (Test) 100a4ddJingwei's Shocksword (Sim) 100b554Jingwei's Shocksword (Wastes) 100c07cJingwei's Shocksword DOT (Test) 100c38eJingwei's Shocksword Stack (Test) 100beb5Electric Sword (Test) 1004dadElectric Sword A Electrocute Crit Knockdown (Test) 100be37Electric Sword Damage Multiply (Test) 100be38Test Gun (Test) 100a4dfTest Tank Laser (Test) 1000cf2e, 1003e21, and 1003bfbApparelOutcast Scribe Robe 100742fNeural Interface Suit (Pre-Sim) 100a6c0Neural Interface Suit (Post-Sim) 100bb28Chinese Stealth Armor (Wastes) 100c18fChinese Stealth Armor (Sim) 1003a02Chinese Stealth Helmet (Wastes) 100c190Chinese Stealth Helmet (Sim) 1003a03General Chase's Overcoat (Sim) 100ad7bGeneral Jingwei's Uniform (Sim) 100c1caChinese General Hat (Sim) 100c1c8Winterized Chinese Jumpsuit (Wastes) 100c189Winterized Chinese Jumpsuit (Sim) 1003f3aWinterized Chinese Commando Hat (Wastes) 100c18aWinterized Chinese Commando Hat (Sim) 1003f39Army Mechanic Jumpsuit 100a0ecWinterized T-51b Power Armor (Wastes) 100c18dWinterized T-51b Power Armor (Sim) 1001f09Winterized T-51b Power Helmet (Wastes) 100c18eWinterized T-51b Power Helmet (Sim) 1001f08Winterized Combat Armor (Wastes) 100c18bWinterized Combat Armor (Sim) 1003af9Winterized Combat Helmet (Wastes) 100c18cWinterized Combat Helmet (Sim) 1003afcWinterized Combat Helmet, No Balaclava 100cddeSnowman Head 100bc37Sim Regen Armor 1002969The Peepers 1003473MiscSchematics - 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 FloorFallout Wiki Edited September 9, 2016 by Draconzis Link to comment Share on other sites More sharing options...
M48A5 Posted September 9, 2016 Share Posted September 9, 2016 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. Link to comment Share on other sites More sharing options...
Draconzis Posted September 9, 2016 Author Share Posted September 9, 2016 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. Link to comment Share on other sites More sharing options...
M48A5 Posted September 9, 2016 Share Posted September 9, 2016 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. Link to comment Share on other sites More sharing options...
Draconzis Posted September 9, 2016 Author Share Posted September 9, 2016 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. Link to comment Share on other sites More sharing options...
Draconzis Posted September 9, 2016 Author Share Posted September 9, 2016 Alright, I just updated the list to include all possible items. At least, all of the IDs that I can find. Again, if I missed anything, please let me know. Link to comment Share on other sites More sharing options...
M48A5 Posted September 9, 2016 Share Posted September 9, 2016 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. Link to comment Share on other sites More sharing options...
Draconzis Posted September 9, 2016 Author Share Posted September 9, 2016 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. Link to comment Share on other sites More sharing options...
RoyBatterian Posted September 13, 2016 Share Posted September 13, 2016 nonsense, leading zeros are ignored and you can put in console player.additem f 1000000 and have a million caps. Link to comment Share on other sites More sharing options...
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