For anyone wondering where the frame is, it’s in the small lake that is slightly southwest of the castle icon, under the small wooden boat in the center (NOT the larger metal boat near the Castle)
In the console, type(including the quotes, but excluding the parenthesis); ( help "T-65" 4 ARMOR ) You should get every single piece in a list, not everyone's will be the same ID, since the first two digits depend on your load-order. For example, the T-65 Helmet on my game is FE01500F, where 'FE' is *my* first two, but yours is (very)likely different, so the "Help" command is NEEDED for you to get that answer, otherwise the only answer people would give is ??01500f for the helmet, which isn't gonna get you it. When listed, the ID is in the parenthesis, type in console; Player.additem ?-?-?-?-?-?-?-? 1 the ?-?'s are where you add the respective ID code. Using my code for the helmet once again, mine looks like; Player.additem FE01500F 1 Do that additem command for every piece you want. :)
Actually if you have the esl version it's the first 5 digits are the load order. All esl mods have the FE signifier for the first two digits and the following 3 digits are where they show up in the load order. So chances are the first 5 digits are different for everyone, or at least 3rd, 4th and 5th digits.
Hey i noticed this mod has formids outside of the esl range. I've found that making patches with xedit doesn't work well with formids that aren't in the typical esl formid range. What happens is xedit somehow reroutes pathways to base game formids instead of the mod formids. This is the first time I've seen it in FO4, but I've seen it multiple times in skyrim. The fix I'm aware of is to re-number the formids starting from the default 800 and then the pathways work for the patches. I'm not sure if you made this mod with the newer ck or how you ended up with the formid numbers you have, but I have only seen this recently with new skyrim armors.
After renumbering the formids in your mod I had no issues with making patches and everything works as it should.
I noticed this with the Hellcat armor as well, since it also uses formids outside of the esl range. If memory serves this could be a newer issue with Xedit or the CK not compacting forms properly.
While this issue doesn't negatively effect the mod itself, it becomes problematic when creating patches as patch formids end up overwriting base game formids. Somehow FE000001 becomes 00000001 and that obviously isn't desirable. Esl s have a formid range that typically starts at FE000800 and goes up from there. In this case, your formids start from FE000001 and that seems to cause issues with patching in both FO4 and Skyrim SE
Feel free to pm me for more info.
Edit: It's a Zmerge problem and this comment while factually correct, is flawed since the problem is zmerge is out of date and doesn't deal with new esls properly. The actual fix is: To change the HEDR verison from 0.95000 to 1.0 in the merged esp. Immediately close and save xEdit. Reload xEdit and the internal ids in the merge will be changed to the proper ids. The HEDR - Header is part of the esp record when you click on the actual esp in xedit, just under Record Header at the top of the page. It needs to change from 0.950000 to 1.000000.
Greetings, I would like to know how can I disable it from spawning any more of its frames from random power armor in the wasteland?, as I do not prefer finding every power armor a t-65. Please let me know.
I just made both ESP and ESL replacer plugins with no hard edits to the 2 vanilla LLs. It uses injection for random spawns and LIF is required because it has an option to set PA LLs to work properly for random spawning. They will be released by end of Thursday.
Plugins. ESP is standard, ESL is light plugin, I think. I'm not a modder. I just know that after ESLifying the plugins that the application allows me to do, LOOT no longer gives me a warning about having more than 256 plugins.
348 comments
Personally I think it looks dope. It fits the bill for what a secret extremely well-armored power armor should like.
You should get every single piece in a list, not everyone's will be the same ID, since the first two digits depend on your load-order. For example, the T-65 Helmet on my game is FE01500F, where 'FE' is *my* first two, but yours is (very)likely different, so the "Help" command is NEEDED for you to get that answer, otherwise the only answer people would give is ??01500f for the helmet, which isn't gonna get you it.
When listed, the ID is in the parenthesis, type in console; Player.additem ?-?-?-?-?-?-?-? 1
the ?-?'s are where you add the respective ID code. Using my code for the helmet once again, mine looks like; Player.additem FE01500F 1
Do that additem command for every piece you want. :)
After renumbering the formids in your mod I had no issues with making patches and everything works as it should.
I noticed this with the Hellcat armor as well, since it also uses formids outside of the esl range. If memory serves this could be a newer issue with Xedit or the CK not compacting forms properly.
While this issue doesn't negatively effect the mod itself, it becomes problematic when creating patches as patch formids end up overwriting base game formids. Somehow FE000001 becomes 00000001 and that obviously isn't desirable. Esl s have a formid range that typically starts at FE000800 and goes up from there. In this case, your formids start from FE000001 and that seems to cause issues with patching in both FO4 and Skyrim SE
Feel free to pm me for more info.
Edit:
It's a Zmerge problem and this comment while factually correct, is flawed since the problem is zmerge is out of date and doesn't deal
with new esls properly. The actual fix is: To change the HEDR verison from 0.95000 to 1.0 in the merged esp. Immediately close and save xEdit. Reload xEdit and the internal ids in the merge will be changed to the proper ids. The HEDR - Header is part of the esp record when you click on the actual esp in xedit, just under Record Header at the top of the page. It needs to change from 0.950000 to 1.000000.
I would like to know how can I disable it from spawning any more of its frames from random power armor in the wasteland?, as I do not prefer finding every power armor a t-65. Please let me know.
t-65pa esp
leveled item
llarmor power set
leveled list entry
45→999