Fallout 4

Fallout 4

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Wingress Feb 2, 2022 @ 6:15pm
How to get NPCs ref id through console command?
I lost a mod companion, my stuff is in them, help, thanks.
Originally posted by SuperSledgeNY:
Originally posted by Immoral Immortal:
help "name of character" 0
then just shift through all the data
Help "Name of character" 0 will not give you the RefID. It will give you the FormID which can only be used to create a clone of the actual NPC. The OP needs the RefID in order to locate the actual NPC in the game.

The RefID can be obtained by:
* clicking on the NPC while in the console (obviously useless since the NPC cannot be located)

* opening up the plugin with the Creation Kit

* Using xEdit as I stated in my previous post
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Showing 1-14 of 14 comments
SuperSledgeNY Feb 2, 2022 @ 6:30pm 
https://fallout.fandom.com/wiki/Fallout_4

Plug the companion's name in the search function. What you're looking for is listed under "Technical"
Last edited by SuperSledgeNY; Feb 2, 2022 @ 6:32pm
Wingress Feb 2, 2022 @ 6:40pm 
It's a modded npc that I'm trying to get.
help "name of character" 0
then just shift through all the data
~help "XXX" 0-4 (0 being everything 4 being very specific physical placeables and consumable items like armors and drinks / food) will help with any item in game
SuperSledgeNY Feb 2, 2022 @ 6:47pm 
Open the plugin file with xEdit.

Open the "Worldspace" tree and you should find the RefID in there.
The author of this thread has indicated that this post answers the original topic.
SuperSledgeNY Feb 2, 2022 @ 6:50pm 
Originally posted by Immoral Immortal:
help "name of character" 0
then just shift through all the data
Help "Name of character" 0 will not give you the RefID. It will give you the FormID which can only be used to create a clone of the actual NPC. The OP needs the RefID in order to locate the actual NPC in the game.

The RefID can be obtained by:
* clicking on the NPC while in the console (obviously useless since the NPC cannot be located)

* opening up the plugin with the Creation Kit

* Using xEdit as I stated in my previous post
Last edited by SuperSledgeNY; Feb 2, 2022 @ 6:54pm
ZarahNeander Feb 2, 2022 @ 7:13pm 
Originally posted by SuperSledgeNY:
Open the plugin file with xEdit.

Open the "Worldspace" tree and you should find the RefID in there.
How do you find the record in the 4.2359M block and subblock entries? 'Referenced by' doesnt give any 'worldspace' entries.
SuperSledgeNY Feb 2, 2022 @ 7:47pm 
When I open up the plugin for Heather Casdin for example, her RefID is listed in the "Worldspace" tree on the bottom left side of xEdit window.

I also have Companion Ivy version 5.3 and her location is actually in an interior cell, the Cellar in Sanctuary. I found her RefID by expanding the Cell tree and all the corresponding blocks and sub blocks until I found the EditorID for the Sanctuary Cellar.

It's not very high tech but that's how it worked for me. I would expect that one could do the same for any companion mod.
Wingress Feb 2, 2022 @ 7:57pm 
Can I use FO4Edit instead?
SuperSledgeNY Feb 2, 2022 @ 7:59pm 
Originally posted by Wingress:
Can I use FO4Edit instead?
I always called it xEdit but yes, FO4Edit will do the job.
DouglasGrave Feb 2, 2022 @ 8:00pm 
Originally posted by ZarahNeander:
Originally posted by SuperSledgeNY:
Open the plugin file with xEdit.

Open the "Worldspace" tree and you should find the RefID in there.
How do you find the record in the 4.2359M block and subblock entries? 'Referenced by' doesnt give any 'worldspace' entries.
Note that a reference ID is selected from the unused IDs numbers when the NPC is generated as an object in a worldspace. So to have a consistent reference ID, they already have to be placed as part of the module's design.

If it's instead an NPC that gets generated while the game is already running, as happens for settlers, Automatron robots, and any mod using a similar method, the NPC will be given one of the reference IDs that happens to be available when they're generated. In those cases, you won't be able to tell the reference ID by looking in an editor (Creation Kit or otherwise).
Wingress Feb 2, 2022 @ 8:04pm 
Nvm, I just load an earlier save and get the ID from there, my brain too smoll for all that stuff, thanks everyone.
SuperSledgeNY Feb 2, 2022 @ 8:06pm 
Originally posted by DouglasGrave:
Originally posted by ZarahNeander:
How do you find the record in the 4.2359M block and subblock entries? 'Referenced by' doesnt give any 'worldspace' entries.
Note that a reference ID is selected from the unused IDs numbers when the NPC is generated as an object in a worldspace. So to have a consistent reference ID, they already have to be placed as part of the module's design.

If it's instead an NPC that gets generated while the game is already running, as happens for settlers, Automatron robots, and any mod using a similar method, the NPC will be given one of the reference IDs that happens to be available when they're generated. In those cases, you won't be able to tell the reference ID by looking in an editor (Creation Kit or otherwise).
This is 100% correct but since the OP never specified WHAT companion mod he was referring to, I could only assume it was one where the author placed the NPC into the game.
SuperSledgeNY Feb 2, 2022 @ 8:07pm 
Originally posted by Wingress:
Nvm, I just load an earlier save and get the ID from there, my brain too smoll for all that stuff, thanks everyone.
Now why didn't I think of that??? :) Glad to see you got it all worked out, have fun with the game.

Sometimes the simplest solutions are the best solutions - the KISS rule. :)
Last edited by SuperSledgeNY; Feb 2, 2022 @ 8:08pm
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Date Posted: Feb 2, 2022 @ 6:15pm
Posts: 14