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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>
I would love to be proven wrong here.
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>
Alright, apologies for the stupid comment.
Will check the actual tools and edit in a proper answer with screenshots and ♥♥♥♥ in a few minutes!
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.
"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/?
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.
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?)
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.
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
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'.
P.S. Feel free to sign up for space of your own with my referral link hehe.( https://copy.com?r=SKylug )