player.addperk doesn't work for custom perks?

Post » Fri Nov 18, 2011 2:03 pm

So I created a few of my own perks and decided I wanted to player.addperk one with console command but it doesn't want to work.
I checked out the perk in the GECK, it had it's own base ID of 0100137e but it says:

player.addperk 02001c1c
SCRIPTS: Script 'SysWindowCompileAndRun', line 1:
Item '02001c1c' not found for parameter Perk.
Compiled script not saved!
|

What exactly is it that is preventing me from using this command for my own perks?
I used it for PA training and it worked fine.
And someone else mentioned that it doesn't seem to work for Ant Might, Ant Sight, Barkskin etc either.

Sorry if this is in the wrong forum or if a thread like this has already been made, I couldn't find one.
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Hannah Whitlock
 
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Post » Fri Nov 18, 2011 2:51 pm

If you had a base ID of 0100137e, why did you use 02001c1c?

Either way, unless your mod was second or third in your load order the first two digits are off. 01xxxxxx and 02xxxxxx are typically the Dead Money and Honest Hearts DLC, respectively.
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Josh Lozier
 
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Post » Fri Nov 18, 2011 8:57 pm

I don't have those DLC's though.
And 0100137e was one perk, I tried using 02001c1c for another perk. (I made a couple, not just one.)
But I'll try without the first two digits.
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Jay Baby
 
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Post » Fri Nov 18, 2011 7:30 am

What's the load order of your mod? You can get that from FOMM if you don't already know it.

Replace the 01 of the id with the load order.

So if your mod is in position 4e, then you would do player.addperk 4e00137e

You would *not* do this if you just modified an existing perk. So, if you changed, say, Action Girl to add more action points then you would do player.addperk 0007b202 (and *not* player.addperk 4e07b202).
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Yung Prince
 
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