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Finding the object ID for a modded weapon.


Elbubsio

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Hi all,

 

I've scoured google but can't find anything that answers this question.

 

If I add a powerful receiver and large magazine to a weapon, it presumably changes the item ID, so how do I find that new ID? I've tried dropping the upgraded weapon and clicking on it in console - nothing. I've tried typing player.inv in the console whilst holding the weapon - nothing. It always just shows the ID for the basic non-upgraded weapon.

 

I'm trying to take a weapon mod I've downloaded (AS Vektor) and fully upgrade it, then copy the ID so I can give it to myself at the start of a new game. Maybe there's some other way to do that?!

 

So, does anyone know how to do this please?

 

Thanks. :)

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Clicking it in the console only gives you the RefID, this is probably what you want, as that's the only thing that can be changed at run time, when things are duplicates, created objects. If you want the Form ID of the object it's based on, use the name of the object you dropped, and use that as the thing to search in the console.

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Hi,

 

Thanks for the reply, but I'm not sure I understand. As I said, I've tried dropping it and opening the console, then clicking it, but if I take the the ID it gives me (which starts with ff) and try adding another weapon the same (player.additem ffxxxxxx <--- ID the console gave) it gives an error message (Invalid inventory object 'ffxxxxx' for parameter object ID).

 

I is a confused ape :huh:

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pretty sure you cannot add a fully upgraded gun via console, unless the upgrades were part of the gun originally, the id you get in console, is the id of the gun itself, not with upgrades, so clicking on it, will always give you the refid of the gun, which will always be the exact same id, because it is the id of gun, which is based on its record entry, and the location of the mod in the load order, the only way it will change is if the mod is moved in the load order.

 

when you upgrade a gun, it dynamically changes the id (however the gun it self will always have the exact same id), which are not permanent. as such the fully upgraded gun that you manually upgraded in the weapons workbench, will not be a permanent id, you can only add the gun itself, and the upgrades will be randomized, upon giving you the gun via console.

 

for example, say you attempt to add say the assault rifle, repeatability adding it via console, will change what upgrades it has, every time it is added to your inventory, it can also change from fully automatic, to semi-automatic, each time it is added.

 

the above definitely applies to vanilla weapons, i am not sure if they would also apply to modded weapons.

 

the reason you are getting an error, is because you are trying to add the actual upgrades, but not the weapon.

 

because every single upgrade also has their own id. say a scope for example has its own id. which will appear, but since it is only a scope and not attached to anything, adding it wont do anything.

 

basically, every time you add a gun, its upgrades will be randomised., their will not be an id for a gun with specific upgrades, unless they were already part of the gun (as in the scope for example is part of the base gun), without user input (meaning the gun has not been upgraded in a workbench).

Edited by Guest
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Thanks for that Pyro, that's very helpful. It doesn't sound like I'm going to have much luck with console spawning the gun. So is it possible to add it fully upgraded to the game using the GECK or some other technical voodoo or is it ridiculously difficult (amateur here :geek: ) to do. I'm just wanting to spawn it at the start of the game for an RPG playthrough, so I won't be too heart broken if it's beyond my powers.

 

Thanks again for all the replies so far, folks. It's been very informative :cool:

Edited by Elbubsio
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Not sure what you want to spawn duplicates of the modded weapon for if you already have it to drop? Im guessing to give to companions or something?

 

 

But, what you would need to do is go to weapon workbench, strip it down to base mods so you have the mod attachments in your inventory. Drop the attachments and console click to get their references, then spawn the mod attachments and base gun in console for how every many you want and then assemble them still at a weapon bench.

 

There probably is an easier way.

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I guess if you dont have the attachments for the gun already, yiu would have to find the reference ID for the attachments. There is probably a help command that would be something to do with the name of the attachment or amod.

 

It seems you don't need to use the weapons bench either

 

https://www.google.com.au/amp/s/amp.reddit.com/r/fo4/comments/3svf9t/console_command_help_specifically_attachmod/

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First of all, basic terminology:

 

BaseID: the ID of the item's base. It's what all instances of that item are based on. You can have 20 different pipe rifles, but they all share the same baseID. This is what you need to give yourself an item via console.

 

ReferenceID: the ID of one specific actual instance of an item. If you drop those 20 pipe rifles onto the ground and click them via console, each will have it's own Reference ID. You can NOT use this one to give yourself more of an item.

 

Then:

Adding mods to a weapon doesn't change any kind of ID. It affects the internal data of that one specific item only.

 

To cheat yourself that weapon with all mods at game start, you would need to detach all relevant mods of the weapon, drop them, and note their BaseIDs as well. Then in the new game, give yourself the gun, then all the loose mods, and then assemble it at a workbench.

 

The problem with the amod command is that you will need to find the ID of the OMOD, which is distinct from the ID of the item version of the mod. I don't think you can do that via console, but it is visible in xEdit.

 

 

You then could make a text file and write all the commands in it, and save it as "my_OP_gun_cheat.txt" in the Fallout 4 directory. Then from the console, type "bat my_OP_gun_cheat", and they will all be run.

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