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Firelance

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
tsuki-ouji
Posts: 15
Joined: Thu Dec 28, 2017 3:00 am

Firelance

Post by tsuki-ouji » Tue Jan 02, 2018 5:52 am

Not sure whether this is where I should ask this, so sorry if this is the wrong board



So, I got the Firelance event (exploding UFO), but I didn't find out until a much later time what it was. My question is: is the Firelance something that exists in TTW? I tried using additem, but it just gives me the whole "no item with this objectID found" thing.



Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

Yes it exists. You're

Post by Lyndi » Tue Jan 02, 2018 7:48 am

Yes it exists. You're probably using an incorrect item ID. Assuming you have your load order correct the ID would be 0A0C80BA if you're using Courier's Stash, 060C80BA if you are not.


Produces the programming equivalent of coffee stains.

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Just like Lyndi said.

Post by Risewild » Tue Jan 02, 2018 9:50 am

Just like Lyndi said.


The ID for "Fallout 3-only" items in TTW is the same as vanilla Fallout 3, but you replace the first two "00" with the Fallout3.esm mod index (usually 06 or 0A, like Lindy mentioned above).


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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

The Firelance is FO3, but you

Post by jlf65 » Tue Jan 02, 2018 1:47 pm

The Firelance is FO3, but you may need Dogmeat to find it some times... or a nearby raider. About half the time, I can't find the gun, only the ammo. Then I sigh and go fetch Dogmeat to find the gun for me.



Nostalgia
Posts: 73
Joined: Tue Nov 14, 2017 6:14 pm

You could also find it in the

Post by Nostalgia » Tue Jan 02, 2018 5:49 pm

You could also find it in the GECK and just drop it in a container close to you- or anywhere you like really. Would take about 5 mins. But, I used Dogmeat to find in the past- as mentioned.



tsuki-ouji
Posts: 15
Joined: Thu Dec 28, 2017 3:00 am

I know how itemID works, and

Post by tsuki-ouji » Wed Jan 03, 2018 3:17 am

I know how itemID works, and Fallout3.esm is indeed 0A. Unfortunately, the GECK won't let me do what Nostalgia suggests, as it doesn't let me use multiple .esm files at a time.



Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

If indeed Fallout 3 is 0A in

Post by Lyndi » Wed Jan 03, 2018 3:45 am

If indeed Fallout 3 is 0A in your load order then "player.additem 0A0C80BA 1" will add Firelance to your inventory. If you really want to waste time stuffing it in a box using the GECK then you should read the FAQ:


https://taleoftwowastelands.com/content/faq#GECKMultipleMasters


EDIT: THis mod disappeared from the Nexus a while back but it's been released again:


https://www.nexusmods.com/newvegas/mods/60992


I use it quite often when I need to spawn items I've created to make sure they're going to work in game. It's also a helluva a lot faster than loading up the GECK and creating an esp with a single placed item.


Produces the programming equivalent of coffee stains.

Nostalgia
Posts: 73
Joined: Tue Nov 14, 2017 6:14 pm

Lyndi wrote:

Post by Nostalgia » Wed Jan 03, 2018 6:14 pm

[quote=Lyndi]


 


If indeed Fallout 3 is 0A in your load order then "player.additem 0A0C80BA 1" will add Firelance to your inventory. If you really want to waste time stuffing it in a box using the GECK then you should read the FAQ:


https://taleoftwowastelands.com/content/faq#GECKMultipleMasters


EDIT: THis mod disappeared from the Nexus a while back but it's been released again:


https://www.nexusmods.com/newvegas/mods/60992


I use it quite often when I need to spawn items I've created to make sure they're going to work in game. It's also a helluva a lot faster than loading up the GECK and creating an esp with a single placed item.


[/quote] The only reason I mentioned that is because I have had trouble finding the right code for some mod items to console to myself in game. It is not fast, but it works when you make a copy of the item and then save it to an existing esp and then drop it in game some where for you to retrieve. For instance, I have one esp that I use just for things like that or other miscellaneous edits/items. Learning to use the GECK is never a bad thing. You make it sound much harder than it is. You gave him a fish. I'm telling him that learning to fish is not that hard. Nothing done in the GECK is permanent unless you save it.


One question I would ask is where exactly do you find the correct item code for using in console for every npc/item/whatever? I have checked and have found no clear answer. Is it in x-edit? In the GECK?



Nostalgia
Posts: 73
Joined: Tue Nov 14, 2017 6:14 pm

A friend told me about this.

Post by Nostalgia » Wed Jan 03, 2018 7:43 pm

A friend told me about this. Should help me and some others.



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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

You find the item/npc

Post by jlf65 » Wed Jan 03, 2018 11:11 pm

You find the item/npc/whatever IDs on the wikia pages. You also get a picture, description, and a lot more. wink



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