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Problem with the Player.additem

General help and troubleshooting.
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ShadowStrikeAssassin
Posts: 2
Joined: Sat Jun 21, 2014 2:05 pm

Problem with the Player.additem

Post by ShadowStrikeAssassin » Sat Jun 21, 2014 2:19 pm

So, before you complain about this being posted somewhere else and not give me a link to it, I *did* search for this but only got feedback for the vanilla items (which I do not have a problem with at all).


 


Anyway, I can't seem to use player.additem for any of my mod items. I use the correct mod index number, and I've double checked the code of the item about 15 times now and still nothing. It keeps coming up with and error saying that the compiled script is not saved. Does this mean that I have to go through the Fallout NV mods and apply the TTW patch script through FNVEdit, or is it just a general bug TTW has with mods in general? Is there any way to fix this or do I have to edit the mods through GECK so they spawn in world (because apparently the mods' original owners got lazy with item spawning)?


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Are you remembering the 1

Post by TJ » Sat Jun 21, 2014 2:52 pm

Are you remembering the 1 after player.additem xxxxx? and you've tried it by formID I'm guessing, have you tried it by editorID?


 


My project Dash is on Kickstarter!



ShadowStrikeAssassin
Posts: 2
Joined: Sat Jun 21, 2014 2:05 pm

Yes, I've added the 1 as well

Post by ShadowStrikeAssassin » Sat Jun 21, 2014 2:57 pm

Yes, I've added the 1 as well, I don't see how I would forget that when I've been using that command for a long, long time. It only seemed to do that after I got TTW. Also, no, the editorID didn't work either. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

It's usually because you got

Post by JaxFirehart » Sat Jun 21, 2014 4:15 pm

It's usually because you got the mod index wrong. This can happen if a mod requires a master file that you do NOT have ticked in your mod manager, causing it to calculate the load order ID for your mods wrong. Throw up your load order and maybe someone can spot an unticked master.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Alternatively, just fire up

Post by Gribbleshnibit8 » Sat Jun 21, 2014 8:46 pm

Alternatively, just fire up FNVEdit without unchecking any mods. It will load just like the game does and give you the exact index. I do this all the time.



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

and to answer an unanswered

Post by Puppettron » Sat Jun 21, 2014 10:22 pm

and to answer an unanswered question:  no, you don't need to recompile your mods.  "compiled script wasn't saved" just means the console command didn't work.  it also usually tells you what the problem was, such as "not a valid object ID" or "missing parameter".  i'm guessing you're getting the "Not a valid object ID" error, which would mean you're getting the ID code incorrect, in the ways that everyone above me mentioned.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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