mrtoulouse Posted May 16, 2012 Share Posted May 16, 2012 Probably going to regret making this post once the very obvious solution has pointed out to me, but here we go anyways. I've been working on a series of custom perks with the intent of having them passively run in the game (active effects, but without having to add them to a tree). Problem is, I can't even test them out in game as the console command "player.addperk" is not working with the ID of these new perks. The custom perks have no requirements and the problem persists even when the new perk is made from the copy of a pre-existing one. Anyone care to enlighten me? Link to comment Share on other sites More sharing options...
jsnider193 Posted May 16, 2012 Share Posted May 16, 2012 Probably not the best at helping here but the command is usually as below player.addperk 000be127 Now the hex string is the FormID of the perk so presume you put in something like xx123456, were the xx is the load order for your mod/esp and the rest is whatever string the CK assigned when you created the perk in your mod. Not sure as didn't list what entered when did the ~ and then the command. Link to comment Share on other sites More sharing options...
steve40 Posted May 16, 2012 Share Posted May 16, 2012 Are you using the Form ID or the Reference ID in the player.addperk command? I think you need to use the reference ID. I would think that from the console type <help "perk name"> (with quotes). You should hopefully see your perk listed with it's reference ID. Use this reference ID for the <player.addperk ID> command. Link to comment Share on other sites More sharing options...
mrtoulouse Posted May 17, 2012 Author Share Posted May 17, 2012 Thanks, for the help guys, both solutions work. Was indeed a problem with using the Form ID instead of the RefID. Link to comment Share on other sites More sharing options...
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