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Just in case anyone is interested in grabbing BaseIDs from the Fallout 3.esm file:

http://timeslip.chorrol.com/fomm.html

You will need to open the Plugin Editor, and then open Fallout 3.esm. You will be able to see the BaseID (called FormID in the editor) of every NPC, among a lot of other things.

Thanks for the information. I'm working on compiling a list with named NPCs BaseIDs and RefIDs. I was thinking of breaking the list up by the characters location or including Location as a column in the list. Looks like there will be 350+ entries in list, so breaking it by location and then sorting each sub-list alphabetically seems like it'd be the most useful. (See Below)
Any other thoughts on the subject? JazzX 03:08, 28 November 2008 (UTC)
Thanks to a bunch of caffeine I rewrote the entire ID table last night and this morning. It's basically done, but the Vault 101 section is a mess and incomplete because each character is duplicated 2+ times. There are a handful of characters missing one of their IDs but most of them are minor.

If someone is interested in the data in CSV format let me know, as that's how I stored it pre-markup. JazzX 21:41, 28 November 2008 (UTC)


Sorry for being a newb, but what about monster id? I wanna spawn some in my house...

Who has a complete list of all Form IDs?[]

I mean a list of all the Form IDs including weapons, characters, factions, places....I once seen this list on web but now I can't find it.- Dr.Xen 15:52, November 27, 2009 (UTC)

Unnamed NPCs?[]

Let's say I wanted to spawn some generic baddies, such as raiders or talon co mercs. What IDs would I need for them? I am currently only spawning non human enemies, such as super mutants, but I'd rather have Megaton be taken over by those anarchistic ruffians instead.

For Base IDs on many items including unnamed NPCs go to this page: [1]-- Kyzza1 Talk 03:20, 31 March 2009 (UTC)

Script Command for Base IDs?[]

I was trying to find a way to set an NPC to essential status through a script, but I wasn't sure how to reference the base id of the NPC in the script, maybe similar to the ref variable? Otherwise, has FOSE added any command for this? Any help would be greatly appreciated :) --Zephyrx 22:14, 27 May 2009 (UTC)

1)Create a file in your FO3 Data directory called npcinv.txt (or whatever)
2)For every NPC you want invulnerable create a line that reads: setessential <baseid> 1
Example
setessential 00000A60 1
setessential 00000A61 1
setessential 00000A62 1
setessential 00000A63 1
(etc)
3)With the file created and saved, fire up fallout 3 and open the console with tilde '~'
4)Execute the script by typing "bat npcinv" <enter>
5)Profit (or not) -- JazzX Talk 00:13, 28 May 2009 (UTC)
Thanks for your quick reply! I think I understand what you're saying here. I was hoping for a command to use in a script I was writing to return the base id of an NPC based on the the reference id. So far, I have a script that sets a ref variable to the reference id of the NPC in the crosshair of the player. What I'm finding difficult is finding a way to get the base id when you have the reference id. In the end, I'm trying to make a mod so that when you press a certain key, it makes the NPC in the crosshair essential. I have the linking the key to a message which would have the option of setting the NPC to essential, but getting the base id through the script is what's giving me problems. I really hope that there's a way to do this --Zephyrx 00:56, 28 May 2009 (UTC)
If anyone's still interested in this topic, I found that the FOSE command is "GetBaseObject" or "gbo" and works on a reference. An example script for setting the combat target of the player to essential or not would look like this:
scn SetNPCEssentialScriptExample
ref target
ref targetbase
Begin GameMode
set target to getcombattarget
set targetbase to target.getbaseobject
if target.isessential == 1
setessential targetbase 0
else
setessential targetbase 1
endif
end
Anyway, thanks again to JazzX for showing interest in this and hope it helps someone else!--Zephyrx 04:47, 7 June 2009 (UTC)
I tried the above script, was unable to save in GECK for FNV any idea how to solve this? - Vardath

Dead Alien code?[]

Anyone know the spawn code for the Dead Alien? Can't seem to find that anywhere, not even on the site linked in another post here..

Can you get the Reference ID and post it here? I tried a few searches in the GECK for general terms like "alien" and "dead", but didn't turn up anything besides the Alien Blaster. Having the Reference ID should make it really easy to find.--Zephyrx 02:19, 3 August 2009 (UTC)
EDIT:Huh, I don't know what I was thinking before. Having the RefID wouldn't make it any easier to find since I don't think the search function works that way. The best way would be to find it in the cell view of the GECK. The difficult part of that is finding the coordinates of that exterior cell. Maybe there's a console command for that.--Zephyrx 15:00, 3 August 2009 (UTC)

dinosaur Skeleton FormID[]

anyone know the form ID for the dinosaur skeleton at point lookout?

Isn't it the same as the Museum of History T. Rex skeleton? TRexParts 00074ED7 and/or TRex 00074ED8.

Form ID's Wastelanders, Residents etc.[]

Are there any form ID's for random characters? Like Tenpenny Tower Residents, Megaton Settlers, Raiders or Slavers.

That community.livejournal.com site doesn't feature these. Also some of them are wrong (like if you try tı spawn Failed FEV Subjects, Super Mutants will appear).

I have noticed that unnamed human characters all have unique and permanent ref IDs. Raiders and talon company mercs which spawn in consistent locations have them, the residents and guards of Tenpenny tower have them, the guards at rivet city and the unnamed inhabitants of Megaton have them. This leads me to believe that they all have unique and permanent base IDs. The page "Rivet City Security" lists a single base ID which supposedly applies to all of the guards there, when in fact it only applies to the white female guard stationed outside. The makers of this wiki seem to regard the cataloguing of all of these ref and base IDs as being a waste of time. I could probably catalogue all the ref IDs for a good number of these characters if I had just a few days to do it; I could even include screenshots or descriptions of their locations so that people would know which characters' IDs I was listing, beyond just their generic label. However, at this time I have not yet discovered how to obtain a character's base ID. It appears not to be possible using console commands alone. There is a way, though; there is software which can be downloaded that will allow you to open up the program files of the game and search through myriads of data, which will include base IDs. This I may eventually try to do, but I would not count on it. In the meantime, you will have to settle for Madame and Rocksalt, the only two named raiders, who both have catalogued base and ref IDs on this wiki. (I advise spawning chinese remnant ghoul officers. They have chinese assault rifles and catalogued base IDs, and it won't be as uncanny looking as having twenty clones of the same two raiders.) (For additional fun, use the "setessential" command to make all your combatants unkillable. The battle will rage on indefinitely, and it will seem like you have many times as many combatants as you actually do, on account of seeing so many of them appear to die over and over again.)
There is an alternative, though. Go to a place where there are characters you wish to spawn. Click on them while in console mode to get their ref IDs (sometimes it can be difficult to do; don't write down an ID number unless you see the generic name of the character you're clicking on preceding it, confirming that you successfully selected them). Then use "prid [ref ID]" and "moveto player" to teleport them next to you once you get back to where you want to have your fun. This can be tedious, since you can't create clones of them using just their ref IDs, and you'll have to type this out over and over again for each character you want to summon. Furthermore, they will all immediately start walking away to try and get back to where they were, so you'll have to either lock / block all exits to prevent them from leaving or else be sure and kill them all first. Also, SAVE THE GAME after you've done all the necessary console commands but before you start having fun. It is a pain in the ASS to have to repeat all those console commands. (Unless you can figure out how to write and use batch files; the description of them in the article on console commands was not helpful, and I haven't been able to do it myself, but maybe you'll have better luck.) 72.18.124.197 06:27, December 24, 2009 (UTC)

Enclave barricade id[]

Does anyone know how to get the id for enclave barricades found in enclave camps? Gameboy627 18:16, 24 August 2009 (UTC)

ENCLAVE TESLA TROOPS WITH PLASMA RIFLES/PISTOLS AND BROTHERHOOD OF STEEL MEMBERS

can someone tell me the form ID codes for them I am trying for get some good items and I need the IDs

Links?[]

It would seem that this page lacks any links to any pages it could be linked to. If this can be changed, then I'd suggest linking since it contains a link to (almost?) every npc...--Master of cheeZ 23:34, November 27, 2009 (UTC)

Well, if Porter or Ausir is okay with it, I'll do it. Spoon Say Hi! 23:37, November 27, 2009 (UTC)
When I (re-)wrote the lists I did the Wiki formatting semi-automatically with a Text Editor that allows regex Find/Replace, but trying to get links working just proved to be too much of a headache. For what it's worth my original intention was for the links to individual NPC pages to be present. -- JazzX Talk 03:58, November 29, 2009 (UTC)

Split & merge[]

In my opinion, the list of character IDs should be split from this article and be merged with Fallout 3 characters. This article should be left with only the explanations of what form IDs are, which types of form IDs exist etc; basically only the first three sections.

Form IDs are assigned to anything in FO3, not just characters, and listing all form IDs in the game (especially on one page) is impractical. All other form IDs are listed on the respective overview pages (e.g. Fallout 3 armor and clothing or Fallout 3 weapons), we should do the same with the character IDs. Opinions? -- Porter21 (talk) 00:59, December 15, 2009 (UTC)

Why do I even ask...? -- Porter21 (talk) 18:45, December 15, 2009 (UTC)
You're a masochist, obviously. That said I strongly agree with both parts of your idea (even though I will cry and cry over the hours it took me to build the lists the first time around :P ). Is moving the data the type of thing that could be done with a script/bot directly from the wiki? If not I would be willing to start moving the data we have here over to the Fallout 3 characters page. -- JazzX Talk 02:49, December 16, 2009 (UTC)
Well, I can reformat the table here by bot so both pages have the same table format; I think mainly we should get rid of the "comment" column here and maybe also the "location" one. We can replace the type of content that'd go into "comments" with little icons like e.g. at Fallout 3 characters#Arefu.
Then it'd simply be a matter of copying the data from this article to FO3 characters and checking whether FO3 characters has entries which are missing here and (vice versa). If you'd be willing to do that, that'd be great :) Your previous work is certainly not in vain, this list here is generally more complete than the FO3 char one; the only things I've noticed to be missing are some named non-human characters (such as Sawbones, for example) and the DLC chars (which in turn can be found at FO3 chars). -- Porter21 (talk) 09:57, December 16, 2009 (UTC)
I've reformatted the tables and replaced comments with icons. "All" that needs to be done now is merging the two lists, i.e. checking which characters listed at Fallout 3 characters are missing here, adding them and then moving the whole list over. -- Porter21 (talk) 10:25, December 17, 2009 (UTC)
Merge completed. -- Porter21 (talk) 11:20, December 19, 2009 (UTC)

Failed FEV subject[]

I could use the base ID for the Failed FEV Subject. I want to spawn them in my house to use for decoration. Kastera1000 01:57, July 29, 2010 (UTC)

That would be a bad idea. They spawn alive, and cause a crash when entering combat. It would be better to use the GECK to create an addon that places them in your home. Kris (talk) 03:38, July 29, 2010 (UTC)

I thought that it only freezes your game if you try to resurrect them and then engage them in combat... Kastera1000 04:43, July 29, 2010 (UTC)

Quest IDs?[]

Hey, sorry for being a noobie here, but where, and how do I check the quest IDs? the For Auld Lang Synge quest bugged for me, and I need it's ID.

  • Someone should dump the ids from this list into each of the individual articles. 69.138.63.230 07:55, November 14, 2010 (UTC)

Lonesome road form ID[]

The wiki says its 09 but I got it works for me with 04 (04 for the 4th add-on) but the page is locked so I cant change it, just thought i would try to get the word out.

Does Anybody Have The code for a sink and toilet and i also need the ID console command for setting behavior 71.207.91.176 20:05, October 15, 2011 (UTC)

gbo command[]

I was looking for a gamebryo command to find the base ID of a unique set of armor without having to open the GECK and someone posted the command "gbo". Basically, you click on any item/npc etc in console view, and when they are highlighted, you simply type "gbo". I am unsure whether this works without the use of any script extenders but the gbo command provides the load order prefix as well! If tested by the wikia admins, maybe it is worth adding to the gamebryo console commands page?

I was wondering, what are the Id codes for the New Vegas DLC? I'm trying to spawn something from Lonesome road and I have all DLC and I don't know why the codes aren't working.

replace the "XX" in the beginning of the code by 01, 02, 03, 04, ... untill you get it.- Greets Peace'n Hugs (talk) (blog) 10:22, June 13, 2014 (UTC)
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