Help with FormIDs

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Yggdrasill
Posts: 3
Joined: Sun Feb 11, 2018 9:19 am

Help with FormIDs

Post by Yggdrasill » Sun Feb 11, 2018 9:50 am

[Not sure if this belongs here or in mod troubleshooting as Im not sure the source of this issue]


I am attempting to give myself an item from a mod [specifically the Bess' Bell from the Real Time Settler mod]


So I opened up FNVEdit and looked up the listed FormID:


[collapsed title=Screenshot] [/collapsed] 


But when I attempt to spawn the item in game I get an error:


[collapsed title=Screenshot] [/collapsed] 


Here is my load Order:


[collapsed title=Load Order] 


[X] FalloutNV.esm


[X] DeadMoney.esm


[X] HonestHearts.esm


[X] OldWorldBlues.esm


[X] LonesomeRoad.esm


[X] GunRunnersArsenal.esm


[X] ClassicPack.esm


[X] MercenaryPack.esm


[X] TribalPack.esm


[X] CaravanPack.esm


[X] Fallout3.esm


[X] Anchorage.esm


[X] ThePitt.esm


[X] BrokenSteel.esm


[X] PointLookout.esm


[X] Zeta.esm


[X] TaleOfTwoWastelands.esm


[X] TTWFixes.esm


[X] JIP Selective-Fire.esm


[X] TTWInteriors_Core.esm


[X] CMF-Zeta.esm


[X] Fallout - Static Object Pickup.esm


[X] Point Lookout Reborn.esm


[X] TTWInteriorsProject_Combo.esm


[X] MoiraCompanion.esm


[X] CFWTTW.esm


[X] TTWInt_MadBomber.esm


[X] Powered Power Armor.esm


[X] TTWInt_FollowerGoHome.esm


[X] More Perks.esm


[X] oHUD.esm


[X] 3DNPC_FNV.esm


[X] 3DNPC_FNVGeneric.esm


[X] TTW BurgerBunker2BoysSniperPDinner.esp


[X] 3DNPC_BlueNote.esm


[X] Museum.esm


[X] Project Nevada - Core.esm


[X] Project Nevada - Equipment.esm


[X] Project Nevada - Rebalance.esp


[X] Project Nevada - Cyberware.esp


[X] Project Nevada - Extra Options.esm


[X] Brahmin Bess.esm


[X] TTW_AnchorageCustomization.esp


[X] TTW_NoKarmaDCFollowers.esp


[X] TTW_OutcastTrading.esp


[X] TTW_Reputation.esp


[X] TTW_SpeechChecks.esp


[X] TTW Anchorage Customization - Speech Checks.esp


[X] TTW_StartupMenu.esp


[X] TTW_StashPackOptions.esp


[X] ttw_wildwasteland.esp


[X] TTWOptions.esp


[X] The Weapon Mod Menu.esp


[X] The Mod Configuration Menu.esp


[X] Project Nevada - Rebalance Complete.esp


[X] Project Nevada - All DLC.esp


[X] Project Nevada - Cyberware Additions.esp


[X] TTW FO3&NV&DLC Killable Children.esp


[X] WeaponModsExpanded.esp


[X] Project Nevada - TTW.esp


[X] SenterPats Weapon Pack.esp


[X] AG Supplementary Uniques-AllInOne.esp


[X] Laurens_Bathroom_poetry.esp


[X] Better Pickup Prompt.esp


[X] CMF-Zeta.esp


[X] New Uniques.esp


[X] Follower Amata ULTIMATE.esp


[X] moiracompanion_lucas_simms_patch.esp


[X] More Perks Patch.esp


[X] More Perks 2.94b patch.esp


[X] BurkeCompanion.esp


[X] RD_Vault77Puppet.esp


[X] TTW Expanded DC Vendor Inventories.esp


[X] TTWVaultSuitHotfix.esp


[X] TTW_Traps.esp


[X] Moira Patch for Optionals.esp


[X] Project Nevada - PPA Patch.esp


[X] TTW Interiors - Powered Power Armor Patch.esp


[X] Anchorage+NV.esp


[X] ttw_rts_patch.esp


[X] Better Casinos.esp


[X] Find Ingots.esp


[X] Further3rdPersonCamera.esp


[X] Improved-ammoingredientsloot.esp


[X] JIP Improved Recipe Menu.esp


[X] LFox Missing Ammo Recipes GRA DLC.esp


[X] LFox Missing Ammo Recipes HH DLC.esp


[X] LFox Missing Ammo Recipes.esp


[X] MZAllAccessPass.esp


[X] Named Wasteland.esp


[X] pipboyx4.esp


[X] SelfSpotter.esp


[X] SignatureWeapons.esp


[X] Stealth Kills Enabled.esp


[X] BoostedSkills.esp


[X] Digital_Nightmare.esp


[X] DN_TTW_Patch.esp


[X] RobCo Collectibles.esp


[X] pinkpowerarmor.esp


[X] TTWIntMojaveExpressBoxes_Combo.esp


[X] nowarp_0.esp


[X] TTW_Transportalponder.esp


[X] AG Supplementary Uniques-GRA.esp


[X] AutumnLeaves.esp


[X] 3DNPC_Velius.esp


[X] VincentVincent.esp


[X] 3DNPC_HopeLies.esp


[X] AGSU-WMX All DLC AIO.esp


[X] CAGE 1.9.3.2.esp


[X] LookoutHomeTTW.esp


[X] Ragdolls.esp


[X] realistic headshots.esp


[X] Reactive People - Ultimatum.esp


[X] OldWorldRadio.esp


[X] Radio Free Wasteland.esp


[X] Tutorial Killer.esp


[X] Tutorial Killer - Project Nevada.esp


[X] Delay DLC - TTW.esp


[X] Merge Patch 3.esp


[/collapsed] 


I'm not sure if this is operator error or an issue with the mod or whatever and I've been at it for a while so any help I could get would be appreciated


"There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man" -Patrick Rothfuss

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jlf65
Posts: 849
Joined: Wed Aug 10, 2016 9:10 pm

Look at items in containers

Post by jlf65 » Sun Feb 11, 2018 1:36 pm

Look at items in containers or your own inventory to see what mod numbers are like (the top two digits). It's a totally weird bug, but I've seen times with ALL Beth games where one mod is rejected(?) for some reason and doesn't contribute to the mod numbers, shifting all other mods off by one compared to what you see in xEdit. I've only seen it once in Fallout, but it happens fairly regularly with Skyrim in my experience. It is probably also more likely in Skyrim since I more heavily mod it (currently sitting at about 230 plugins in my current Skyrim setup).



Yggdrasill
Posts: 3
Joined: Sun Feb 11, 2018 9:19 am

Huh, I didn't even thank

Post by Yggdrasill » Sun Feb 11, 2018 10:34 pm

Huh, I didn't even thank about that and NV does give me gruff when I have more than 100 or so plugins


Is there a way of finding the FormID of an item in a container or in the inventory? So far as I have found the only way to find the ID in game is with the GBO command, and I have only gotten that to work on droppable items [which the Bess' Bell is not]


Either way thanks for the lead


"There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man" -Patrick Rothfuss

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RoyBatty
Posts: 4754
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I've never seen that happen,

Post by RoyBatty » Mon Feb 12, 2018 1:49 am

I've never seen that happen, weird.


Image

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jlf65
Posts: 849
Joined: Wed Aug 10, 2016 9:10 pm

RoyBatty wrote:I've never

Post by jlf65 » Mon Feb 12, 2018 3:16 am

[quote=RoyBatty]I've never seen that happen, weird.


[/quote]


Yes, it's very weird. It doesn't happen often, and it mostly happens in Skyrim and with high numbers of mods, but it does occur once in a while. The last time it happened was in plain Fallout 3; I was trying to add a weapon I KNEW the ID for, but it kept given that error with uncompiled scripts as the OP mentioned. I looked in xEdit to make sure I wasn't going crazy, and I had the right ID. So I checked my inventory and noticed the numbers of SOME things (lower in the mod list) were off by one, while the base plugin IDs were fine. xEdit showed no problems at all, but the game simply refused to load one of the mods. I chopped a bunch of mods out that I wasn't concerned with and it started working right. I think it's just one of those oddball symptoms of too many mods for the memory.


By the way, currently running 245 plugins on Skyrim! cool



Nostalgia
Posts: 66
Joined: Tue Nov 14, 2017 6:14 pm

Had the same problem as the

Post by Nostalgia » Mon Feb 12, 2018 4:38 am

Had the same problem as the OP. Tried to give myself an item in game and got an error. Knew I had the right i.d., but still nothing. Yours is a good explanaion, jlf65. Merged some mods and cut my plug-in limit down and I think that helped- used the GECK to drop it in a container- so I didn't get to see.



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jlf65
Posts: 849
Joined: Wed Aug 10, 2016 9:10 pm

Well, you can always go into

Post by jlf65 » Mon Feb 12, 2018 1:28 pm

Well, you can always go into the console, click on the container, then enter "inv" to get the container inventory. It's a great way in game to get IDs. Running low on 308 ammo and don't want to quit the game to look it up? Put one into a container and get the inventory.



Yggdrasill
Posts: 3
Joined: Sun Feb 11, 2018 9:19 am

Thanks for the tip on the

Post by Yggdrasill » Mon Feb 12, 2018 11:48 pm

Thanks for the tip on the 'inv' command jlf65, that will help


I messed around for a while and I can spawn items from the base plugins [both FNV and FO3] but most of the mod items did not work, which leads me to believe that the offending mod is early on in the load order


My thought is it might be that for some reason [and I just noticed this] the Burger Bunker Dinner mod is in the ESM section but is labeled as an ESP:


[collapsed title=Load Order]


[X] oHUD.esm


[X] 3DNPC_FNV.esm


[X] 3DNPC_FNVGeneric.esm


[X] TTW BurgerBunker2BoysSniperPDinner.esp


[X] 3DNPC_BlueNote.esm


[X] Museum.esm


[X] Project Nevada - Core.esm[/collapsed]


Maybe because of this labeling discrepancy the game is not loading it. And if that's the case do I just change the extension? [I'll probably just drop it but I'm curious as to whether or not its fixable]


"There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man" -Patrick Rothfuss

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RoyBatty
Posts: 4754
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

If a mod has injected records

Post by RoyBatty » Tue Feb 13, 2018 12:16 am

If a mod has injected records (similar to the pre order packs) they will have the load order index of the master file they are injected into. Perhaps this is what you are experiencing.


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