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Big Trouble in Bigtown

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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Mechapope
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Joined: Thu May 02, 2013 12:04 am

Big Trouble in Bigtown

Post by Mechapope » Thu May 02, 2013 12:10 am

Well, I was playing through Big Trouble in Bigtown, see? And I get to that part at the end where the robots tend to be bugged and won't appear. I say to myself, "Hey, no big deal, I can fix it with console commands!" Problem is their old PRID id doesn't seem to work anymore. Any chance that anyone knows the new ones?



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Yeah those were always a

Post by rbroab » Thu May 02, 2013 1:07 am

Yeah those were always a problem. I can't be certain of this, but anything from FO3 only has a starting id of "0a". And usually it's only the first two digits that change. Like DLC for example. Every object in the DLC has the last 6 digits of its id, but the first 2 depend on your load order. In my case, Fallout 3.esm is "0a" and yours should be too if you use TTW correctly.


so I'm guessing the robots have the same id except for the first 2 digits which should now be "0a" instead of "00"


thats all I got though, hopefully something works.


I'm not alright, I'm an equal amount of left.

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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Sorry, I'm working from an

Post by rbroab » Thu May 02, 2013 1:11 am

Sorry, I'm working from an ipad right now, but I just checked scribe Yearling. The wiki says her id is "00032913" but in my game it's "0a032913". 


So I believe my idea was correct. I know you're not talking about Scribe Yearling at all, but I'm no where near big town so I can't say for sure.


just try changing "00" to "0a" for the first two digits of the robots


I'm not alright, I'm an equal amount of left.

thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

The first two digits of an ID

Post by thermador » Thu May 02, 2013 2:49 pm

The first two digits of an ID are the place in your load order.  00 = 1st in load order (at the top) 01 = second, etc.  It is hex, so it goes to 09, then 0a, 0b, 0c, 0d, etc.  FOMM will tell you which one it is on the load order screen.



Sandloon
Posts: 149
Joined: Sun May 12, 2013 5:49 am

Keep in mind if you arent

Post by Sandloon » Mon May 13, 2013 3:31 am

Keep in mind if you arent running couriers stash your FO3 ESM will be a much lower number (06/7) I believe. Using FOMM you can see where your FO3 Esm is located and the corresponding number to use.


"If violence wasn't your last resort, you failed to resort to enough of it"

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rbroab
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Try reading the posts in this

Post by rbroab » Wed May 15, 2013 1:32 am

Try reading the posts in this thread...


I'm not alright, I'm an equal amount of left.

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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

Everyone that replied to this

Post by Risewild » Wed May 15, 2013 3:05 am

Everyone that replied to this thread is right, and as Rbroab said read the previous posts, it will teach you how to use the Ref ID's in the future and how they work with TTW.


But still for lazy people here are the Reference ID for the robots, please note that I didn't went ingame and checked for the actual ID since I am not finished saving Red and Shorty from the mutants (I am actually doing that quest at the moment though), I used the wiki and just got the right load order stuck into their IDs so if they are wrong just tell me something here and I will fix it.


If USING the Courier's Stash these are the Ref ID of the Bots:


0a02d934


0a02c11b


If NOT using the Courier's Stash these are the Ref ID of the Bots:


0602d934


0602c11b


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