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Implemented a weapon mod, can't additem the weapon

General help and troubleshooting.
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GaltarDude1138
Posts: 2
Joined: Mon Apr 27, 2015 3:19 am

Implemented a weapon mod, can't additem the weapon

Post by GaltarDude1138 » Mon Apr 27, 2015 3:29 am

Hi, so, I should give a bit of background. I merely wanted to add the Jericho 941 pistol to my NV game, and the only mod that had it was some weapon mod that, when I downloaded it, didn't even work. So, I downloaded the GECK and implemented the darn thing out of all the hundreds of weapons in the mod myself, assigned damage values, sounds, etc, essentially making it a carbon copy in stats of the 9mm. I even managed to figure out how to place it in Doc Mitchell's house, which I thought would be harder than it ended up being. Then I learned that by knowing the ID you can just "player.additem ******** 1" anything into your inventory. So, when I installed TTW (which is fantastic btw, don't get me wrong) and I wanted to spawn in the gun into my inventory, it wouldn't work. I had the ID right and everything. Back in regular New Vegas, I could spawn it in easily, but for some reason, in TTW Fallout 3 I can't spawn it in. I tried doing what I originally did, dropping it in an interior somewhere, like the Super Duper Mart, but apparently you can't edit the master file of New Vegas and 3 at the same time in the GECK. So, I'm wondering how to fix this, any help would be greatly appreciated. I have no mods installed other than the TTW required content, some TTW optional files, and that one weapon mod implemented by myself.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Are you making sure that you

Post by TrickyVein » Mon Apr 27, 2015 3:36 am

Are you making sure that you're using the correct formID, by which I mean making sure that the first two parts of it match your mod's load-order determined value? 


TTW uses more master files, so whatever ID you were using in New Vegas won't work in TTW. 



GaltarDude1138
Posts: 2
Joined: Mon Apr 27, 2015 3:19 am

Well, that solved it! I didn

Post by GaltarDude1138 » Mon Apr 27, 2015 4:23 am

Well, that solved it! Changed the beginning of the code and voila! I didn't know the load order affected the code. Thanks so much!



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

All of the codes are xxYYYYYY

Post by JaxFirehart » Mon Apr 27, 2015 5:28 am

All of the codes are xxYYYYYY


the xx indicates which position in the load order the containing mod is in


the YYYYYY is an index within that mod assigned to each thing it creates


so you must ALWAYS adjust the xx to account for its position in load order


This is also why most TTW fallout 3 items have an 06 or 0A at the beginning, instead of the 00 from FO3 (the game, not the TTW added file). If you are not using crap packs, then Fallout 3 is is the sixth file loaded (after FNV), if you are using crap packs it is the tenth (A in hexadecimal)



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

Just to add a different

Post by Risewild » Mon Apr 27, 2015 3:47 pm

Just to add a different little info. To load multiple Master Files in Geck go to "My Documents\My Games\FalloutNV\GECKCustom.ini" find and change the line "bAllowMultipleMasterLoads=0" to "bAllowMultipleMasterLoads=1".


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