Fallout: New Vegas

Fallout: New Vegas

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Euphoria Apr 5, 2015 @ 7:53am
'player.moveto' & 'moveto player' Commands Not Working
Hi all, I need a little help with the "moveto player" and "player.moveto" commands please.

I have a few mods installed that add new creatures and NPCs, but after nearly 300 hours into by current playthrough, I hadn't run into some of them yet, so I thought I would use the console to move my character to the creatures to see where it/they are spawning using the "player.moveto" command. This unfortunately didn't work. So I tried "moveto player" to see if they where spawning in-game at all and that didn't work either. I know I have the correct IDs for them as I can spawn clones in using "player.placeatme" no problem. I also tried doing this with Vanilla creatures like fire ants and rad scorpions, but it still doesn't work I get the same error message:

Quote:
SCRIPTS: Script 'SysWindowCompileAndRun', line 1:
Item '(ID)' not found for paramete object ID.
Compiled script not saved


Could someone help me out with what I am doing wrong please, or tell me if this means something is broken with my game???

Appreciate any help,

Thanks
Last edited by Euphoria; Apr 5, 2015 @ 8:02am
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Showing 1-11 of 11 comments
talgaby Apr 5, 2015 @ 8:03am 
Add one to their load order ID. So a 09000aaa should be 0a000aaa.
Ladez Apr 5, 2015 @ 8:27am 
I think I know what you're doing wrong. To understand why it doesn't work, you first need to understand the difference between base objects and references.

The game has two different types of IDs, form IDs and reference IDs. A form ID belongs to a base object, which is the template that all objects of a given type are made from. A reference ID belongs to a reference, which is a unique placed instance of a base object. All references have both a reference ID and a form ID, but base objects only have a form ID.

The reason it's working with PlaceAtMe, is that that function requires a base object as the first parameter. It will then place a new instance of the given base object (read: create a new reference) at the calling reference's location. Trying to place a new instance of a reference will not work, because that's not what references are for.

MoveTo, on the other hand, requires a reference as the first parameter. It will then move the calling reference to the given reference's location. Trying to move a base object will not work, because it doesn't exist anywhere in the gameworld.

So make sure that you're using the reference ID of a creature that is placed somewhere in the world, and NOT the form ID which would be the same for all creatures created off that base object.
Euphoria Apr 5, 2015 @ 9:41am 
Arrrh right ok, I understand thank you.

I'm trying to use the "Form ID" for the creatures I found in GECK, which from what you are saying is incorrect.
How could I find the unique Ref ID for a creature that's already in the world, I'm not sure if these creatures are actually spawning as I haven't run into any???

Thank you again for explain that. It's been a fair few years since I played NV so almost all of my Console knowledge is long forgotten.
Ladez Apr 5, 2015 @ 10:13am 
Yes, the form ID found next to entries in the Object Windows will not work with MoveTo.

To find the ref ID of something, locate the reference using the Render Window. An easy way to do this if you don't know where they might be placed, is to right click on the base object in the Object Window and select Use Info. There you can see a list of the cells that contains references of the object. Double click one of them to open the cell in the Render Window.

Double click on the reference in the Render Window, and the ref ID will be in the top right of the window that opens. Here is a screenshot that shows it: https://dl.dropboxusercontent.com/u/50671837/img/refid.png
Euphoria Apr 5, 2015 @ 1:27pm 
Ok great, I'll be loading up NV for a game shortly, I'll give it a try and report back.
Cheers
Euphoria Apr 5, 2015 @ 1:46pm 
Ok so I just tried what you said; Opened GECK, loaded the mods .esp/esm, select the creature I wanted, right click on it, click Use info and....... nothing. It seems none of the mod creatures have any used Cells, only used objects :-\
I tried it on a few creatures including ones I know are definitely spawning as I've killed many of them, but still nothing, zero used cells.
So I tried it on a Vanilla creatures to be sure I wasn't doing anything wrong and as you said, it showed a number of used cells.

Any idea what that means???
Last edited by Euphoria; Apr 5, 2015 @ 1:47pm
talgaby Apr 5, 2015 @ 2:01pm 
Can mean that they are spawned in using set scripts or totally randomised events. Spawned "mob" type creatures are given random unique reference IDs when created. (Which can lead to problems in the long run, as many oblivion players learnt years ago.)
Ladez Apr 5, 2015 @ 2:07pm 
Then they may be showing up as levelled creatures. I'm not a 100% clear on how those work, but here goes. A levelled creature object exists with a number of creatures in it. It's essentially a list of creatures. Then another creature object is created which uses the levelled creature list to randomly select one of the original creatures and use its stats. Then the new creature is placed into the world, and it will appear as a big M marker with an arrow on it, signifying that it's a levelled enconter.
Euphoria Apr 5, 2015 @ 3:08pm 
Right ok, you are correct, I just checked and the creatures I'm trying to find are indeed levelled. So how would I be able to find their Ref IDs, does being levelled make it more difficult?? Or would it be for me to Add a cell or two so they have a fix spawn location, or would that be difficult and problematic???

Again, thank you for this I do appreciate it.
Ladez Apr 5, 2015 @ 5:18pm 
I guess find an instance of the levelled creature and look up its ref ID, just as you would with a regular creature.
Euphoria Apr 5, 2015 @ 5:40pm 
Ok cool I'll give it a shot. Thanks again for your help and taking the time to explain things in detail.

Much appreciated.
Cheers Ladez
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Date Posted: Apr 5, 2015 @ 7:53am
Posts: 11