searchndestroy Posted February 16, 2013 Share Posted February 16, 2013 Hey guys, I've been having issues with trying to add perks from mods in my console input.I think I have been doing everything correctly; mod index number of the mod in your mod manager and the current mod perk code. Here's an example of what I input: player.addperk xxyyyyy Where xx is the index number and yyyyy is the code. I've tried inputting the load order instead of the mod index, I've triple-checked the perk code in FNVEdit and beyond, I've tried multiple mod perks (currently I'm trying to put in Robco Certified Pro) and nothing seems to work. I get some error about the xxyyyy value not being recognised. Has anything one else experienced this problem? Is there a mod or a shortcut I can do to overcome this? Thanks in advance. Link to comment Share on other sites More sharing options...
Xaranth Posted February 16, 2013 Share Posted February 16, 2013 Try using getModIndex from the console to verify you're using the right LOA Mod Index. Example: getModIndex "MyMod.esp"getModIndex "OldWorldBlues.esm" Also make certain you're not truncating mid-form zeroes. EX: In the console, you can refer to caps with 0000000F or just F, but 2100EDB1 is NOT the same as 21EDB1 Link to comment Share on other sites More sharing options...
searchndestroy Posted February 16, 2013 Author Share Posted February 16, 2013 Cheers, man! I appreciate it. What exactly is the LOA mod index number? Link to comment Share on other sites More sharing options...
Xaranth Posted February 16, 2013 Share Posted February 16, 2013 LOA Mod Index is the 'load order adjusted' mod index. The mod index of MyMod.esp, for example, is actually 05, as far as MyMod.esp is concerned. But its LOA index is 21. The game does some fancy wrapping and mapping to make everything play nice. When I say LOA Mod Index, I'm probably being overly precise in my terminology. :) In FOMM, the LOA Mod Index is displayed in a column on the right hand side of the Load Order, thus: http://img833.imageshack.us/img833/3060/fommg.png Link to comment Share on other sites More sharing options...
luthienanarion Posted February 16, 2013 Share Posted February 16, 2013 Note that the index in FOMM and the index returned by GetModIndex can differ if you've unloaded mods that were previously loaded in your save file. The one reported in-game is correct is such instances. Link to comment Share on other sites More sharing options...
searchndestroy Posted February 17, 2013 Author Share Posted February 17, 2013 Note that the index in FOMM and the index returned by GetModIndex can differ if you've unloaded mods that were previously loaded in your save file. The one reported in-game is correct is such instances. Yeah, that was the problem I was encountering; inputting the indexes I had in FOMM returned errors. Link to comment Share on other sites More sharing options...
SMB92 Posted February 17, 2013 Share Posted February 17, 2013 I'm not sure this applies to you fully but my MorePerks.esm has a lot of injected entries meaning they are injected into FalloutNV.esm upon loadup of the game. In general: If a mod is completely injected or a specific form is completely injected it's LOA changes, also note that any mods that are entirely injected to FalloutNV.esm or not present in the index as they are skipped upon injection (usually only smaller mods and are very rare instances where a mod does this but I was very surprised to find this actually occurs). Link to comment Share on other sites More sharing options...
luthienanarion Posted February 17, 2013 Share Posted February 17, 2013 I'm not sure this applies to you fully but my MorePerks.esm has a lot of injected entries meaning they are injected into FalloutNV.esm upon loadup of the game. In general: If a mod is completely injected or a specific form is completely injected it's LOA changes, also note that any mods that are entirely injected to FalloutNV.esm or not present in the index as they are skipped upon injection (usually only smaller mods and are very rare instances where a mod does this but I was very surprised to find this actually occurs).I've never seen a More Perks plugin that injects records. Overrides, sure. Injecting a record means that the FormID is set up like an override to a form that does not exist. For an example, all of the pre-order DLC ESMs inject all of their records into FalloutNV.esm so that the records appear to originate from it. There is no sensible reason for it, but it's what they've done. Link to comment Share on other sites More sharing options...
SMB92 Posted February 17, 2013 Share Posted February 17, 2013 I don't understand it either but I have seen a few injected from MorePerks.esm, idk what records they were off the top of my head, I'l have a look. I first noticed this when trying to index a mod after having this problem myself only to find the record/form had been injected to FalloutNV.esm and went under the 00 block, sometimes it goes to the FF block. It's a farcical system I know that much. For example Project Nevada - Core.esm ends up in the FF block entirely lol. Arwell obviously doesn't apply to this thread then, maybe try searching the FF block for your perks XD If only we could get a text file of that block :psyduck: Link to comment Share on other sites More sharing options...
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