koyettsu Posted January 16, 2009 Share Posted January 16, 2009 So you can test it out in game after you create it? I have been messing around with the GECK, I created a room, added it to the game, created a weapon, added the pluggin to the game but can't figure out how to create it now to test it out. I appreciate any help anyone can give! Link to comment Share on other sites More sharing options...
Skotte Posted January 16, 2009 Share Posted January 16, 2009 So you can test it out in game after you create it? I have been messing around with the GECK, I created a room, added it to the game, created a weapon, added the pluggin to the game but can't figure out how to create it now to test it out. I appreciate any help anyone can give! When I need to find the ID of an item I use FO3edit -> http://www.fallout3nexus.com/downloads/file.php?id=637 . Just load up the entire mod list you want to test And look for the ID. Link to comment Share on other sites More sharing options...
jaysus Posted January 16, 2009 Share Posted January 16, 2009 in gecknext to the item name is a nearly hidden tab which youll need to expand to see... it shows the form id Link to comment Share on other sites More sharing options...
koyettsu Posted January 17, 2009 Author Share Posted January 17, 2009 Ok then I must be doing something wrong here, that is the ID I was using but it isn't working. I created the weapon, modified a few things like damage, health, changed the name, renamed it and finally saved the file in my data folder. I checked it when I loaded up the game and then typed in a player.additem and the id plus the quantity 1 and I only get errors saying.. SCRIPTS: script ''syswindowcompileandrun' ,line 1:Item 01001BF5 not found for parameter object ID. Compiled script not saved. Anyone have a clue what I am doing wrong here? Link to comment Share on other sites More sharing options...
PimpBot420 Posted January 17, 2009 Share Posted January 17, 2009 Are you running any other mods? If you are, the first 2 digits of the additem code may be different than what it shows in the GECK. The first 2 digits of the code is based on the load order of your mods, since you only had one mod loaded up in the GECK it assigned it a value of 01. For example, if your running 3 mods, it might be 01, 02, or 03. It's easy to tell if you are using FOMM. Link to comment Share on other sites More sharing options...
koyettsu Posted January 17, 2009 Author Share Posted January 17, 2009 Ahh haa yes that must be it, I am running about 25 mods lol I will give that a try thanks a lot! Link to comment Share on other sites More sharing options...
PimpBot420 Posted January 17, 2009 Share Posted January 17, 2009 With that many mods, you should know that the additem codes first two digits are in hexadecimal. I'll list some values so you can see the pattern. 1, 2, 3, 4, ..., 9, 10, 11, 12, 13, 14, 15, 16, 17, 1801, 02, 03, 04, ..., 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12 So if it was the 15th mod, then you'd have to type in 0F for the additem code's start. For the 16th, it would be 10. I hope that helps. Link to comment Share on other sites More sharing options...
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