Fallout: New Vegas

Fallout: New Vegas

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Enad Sep 2, 2013 @ 12:42pm
Remove all perks?
Is there a quick way to remove all perks instead of having to go through them all manually and finding their codes them removing them?

The reason I want to do this is because as this character I really modified the world to my liking over his ~120 hour playthrough. I'd love to have a fresh start as a new character but in this world. I've resetted everything but the perks, I have so many...
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Showing 1-15 of 19 comments
WrenAndPeter Oct 1, 2013 @ 8:09pm 
I dont believe so... Maybe their is a console command for it.
Mauno Oct 2, 2013 @ 1:39am 
Originally posted by GND Enad:
Is there a quick way to remove all perks instead of having to go through them all manually and finding their codes them removing them?

I don't believe so.

Though, manually doing so with the codes won't actually take very long at all.

http://fallout.gamepedia.com/Fallout:_New_Vegas_perks

Has all the vanilla perks, with the ID's and everything, in nice table format.

player.removeperk <base id>
@Innomen Dec 5, 2013 @ 11:16pm 
Which means you're screwed if you use mods with perks because apparently the base id changes based on something's load order. It's insane the level of modification out there but nothing can unspend or respec or edit perks except this add/remove command that depends on already knowing a fluctuating base id.

I would love to be proven wrong here.
Mauno Dec 6, 2013 @ 1:22am 
I am an ♥♥♥♥♥♥♥.
Last edited by Mauno; Dec 6, 2013 @ 11:12am
@Innomen Dec 6, 2013 @ 10:26am 
"For this, you really need to use the GECK, load up the correct .esp, search for the perk and get its ID from the editor. "

I've done that but I can't find the perk or any reference to it. I'm not a modder, I have NO idea what I'm doing. It took me 30 minutes and a YouTube video just to open the esm file, and honestly I'm not even sure I did it right.

I loaded "RobCo Certified.esm" into geck but when I filter by even "Ro" I get no results.

"Not really all that complex, as the GECK's file structure is so simple a dead walrus would understand it,"

Setting aside that that was needlessly insulting...

Geck is, like all other quasi-coder tools, needlessly alien in order to preserve job security. The mod community in order to be profitable for the company has to be just functional enough to draw in players but just clunkly, complicated, and gltichey enough to provide contrast for paid expansions. (Of which new vegas itself is an example relative to fallout 3's mod community.)

Whenever someone tells me "X is easy" I marvel at the lack of perspective. Easy for you maybe, but not for me, obviously. This is why some people ask for help in some contexts and give it in others. It's called opportunity cost and specialization.

Since I'm apparently as stupid as dead sea life, and you're keen to mock me for this, I suppose asking for a tutorial on how to acquire the base id of a mod granted perk is out of the question. Let alone a specific answer as to what the base id is for "RobCo Certification" and "Crazed Inventor." Correct?

I'm of course using nexus mod manager and there is no indication of "load order number" that I can see. If I'm supposed to count myself I need parameters. What am I counting and starting from where under what viewing conditions? Or is that more information that dead sea life has that I don't?

Edit: Ahh I see load order now, it's under "plugins" not mods. It's load order is 03. Now all I need is the information from geck.

player.addperk <base id>

player.removeperk <base id>
Last edited by @Innomen; Dec 6, 2013 @ 10:33am
Mauno Dec 6, 2013 @ 10:33am 
Originally posted by Innomen:
-snip-

Alright, apologies for the stupid comment.

Will check the actual tools and edit in a proper answer with screenshots and ♥♥♥♥ in a few minutes!
Last edited by Mauno; Dec 6, 2013 @ 10:34am
@Innomen Dec 6, 2013 @ 10:35am 
I look forward to it, and thank you :) And my apologies as well for verbally knifing you over it. I'm in a crappy mood because the rain is coming into my kitchen through the ceiling. >.<
Mauno Dec 6, 2013 @ 10:49am 
http://imgur.com/nDr8yq5

The number in the red box is what you use as the first two digits of the ID.

Going to open an example mod in the GECK now, provide screenshots of that in a while.

http://www.gamefaqs.com/boards/918428-fallout-3/56637256/626145577

Some guy listed the IDs for the perks in the mod in question. Just replaxe the two x's with the number found in the mod manager.

xx000846 Robco Certified

and

xx0262b5 Crazed Inventor

specifically.
@Innomen Dec 6, 2013 @ 10:52am 
Thank you very much for your specific help, I do appreciate it very much, so will silent future searchers :)

"The number in the red box is what you use as the first two digits of the ID."

Ok so then in my case, 4, two digits, so I guess 04

"Some guy listed the IDs for the perks in the mod in question. Just replaxe the two x's with the number found in the mod manager."

Those are for fallout's version of this mod, surely it's not the same for new vegas's version.

I'm going to try right now just in case.

player.removeperk 04000846

"item not found for parameter perk"

Need to know how to track down the new vegas version.

http://www.nexusmods.com/newvegas/mods/43331/?
Mauno Dec 6, 2013 @ 10:54am 
Originally posted by Innomen:
Those are for fallout's version of this mod, surely it's not the same for new vegas's version.

Woops, sorry.

Never even heard of this mod, didn't think FO3 had its own version.

My GECK installation is a bit borked, doesn't seem to even load the base game's master files. Will look around for the correct ID's.
@Innomen Dec 6, 2013 @ 10:57am 
"Will look around for the correct ID's."

When my species comes to rule this planet your name will be on the protected rolls and you will come to no harm. <:) (Like my Beldar emoticon?)
Mauno Dec 6, 2013 @ 11:12am 
The ID's from the Fallout 3 version are identical to the ones in the New Vegas version. Opened up the RobCo mod's master file in FNVedit to get the numbers myself.

Try using the two-digit number (or letter) combination in the middle column in the Nexus mod manager.

The ones that go 00 to 09, 0A to 0F, 10 to infinity.

edit: Yeah, I put the red box on the wrong damn column. I love how I make stupid mistakes like that after my ♥♥♥♥♥♥♥♥ comment earlier. I deserved that, I guess.

I welcome our new sea creature overlords.
Last edited by Mauno; Dec 6, 2013 @ 11:13am
@Innomen Dec 6, 2013 @ 11:17am 
"I deserved that, I guess."

Not really since you obviously learned your lesson before it happened :)

So the new value should be...

player.removeperk 03000846
player.removeperk 1D000846 ("RobCo Certified Friendly...")

Trying...

Same error both cases.

Why can't there just be a player.listperks :P
Mauno Dec 6, 2013 @ 11:31am 
Originally posted by Innomen:
player.removeperk 03000846
player.removeperk 1D000846 ("RobCo Certified Friendly...")

Same error both cases.

Well bloody hell.

How is your "RobCo Certified.esm" so high in your load order anyway? Are you sure you're looking at the correct mod?

The mod came with "Companion Core.esm", but that one doesn't contain the perks.

I just tested it myself in-game. Both addperk and removeperk worked fine. In my load order, 'RobCo Certified.esm' is 0B, so I used '0b000846'.
@Innomen Dec 6, 2013 @ 12:25pm 
Here are screens of my manager: https://copy.com/4mNxhfUshoWKll8y

P.S. Feel free to sign up for space of your own with my referral link hehe.( https://copy.com?r=SKylug )
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Date Posted: Sep 2, 2013 @ 12:42pm
Posts: 19