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mods adding anvil/forge to start Alternate Start room?


ARavingLooony

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Not to mention that when you use the bed to start the game, the mod sets your inventory according to your chosen start. I think the only way to take the stuff you have on you is by choosing 'I want to get out of his cell'

That is not quite true. I have some mods that do add items to the player inventory either on game start or when turned on in an MCM menu. Those items have remained in inventory even after using the bed. I would need to delve into all the mods involved to know for sure what is going on. I know that some of the items are flagged as quest items while others are not. I know that some are scripted to be returned to the player if they get removed (cause I made that particular mod) but am unsure about the others. It is also possible that LAL uses a pre-scribed list of items to remove rather than a straight up RemoveAllItems command.

 

All that said, LAL has a framework for adding additional starts. Thus, for the OP, it may be better to ask for an optional bandit start that equips the desired set of gear.

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r there any mods out there which adds blacksmithing stations/anvil/forge to the room in Alternate Start? e.g if I wanted to use the alternate start as a bandit wearing Barbarian Armor from IA

"why not just console in the armor to begin with?" because I've tried but to my knowledge the IA armors dont have any reference id's to spawn them via console commands

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r there any mods out there which adds blacksmithing stations/anvil/forge to the room in Alternate Start? e.g if I wanted to use the alternate start as a bandit wearing Barbarian Armor from IA

"why not just console in the armor to begin with?" because I've tried but to my knowledge the IA armors dont have any reference id's to spawn them via console commands

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I agree with the main sentiments and reasoning already expressed.

 

My un puquito contribution:

 

I'd just make sure that

  1. The mod Add Item Menu is installed
  2. Add its spells/etc t to your palette of in-game tools by using console to find it
  3. >help additem
  4. and scrolll responses to find the package,
  5. then use use the console "additem" to get it
  6. >player.additem item id 1
  7. then open Add Item Menu via the in-game menus (I always add it both the search and regular version) to my quickmenu, fwiw) and use to equip yourself with whatever you want, be it an iron dagger or The Sword of Andragon.

It's your show after all. (seriously)

 

but push come shove, you could spawn a smithing table to do it "legit" and "'murrsive", but you still need materials, as has been said (and spawning a table would be "cHeATiNg!" from the gitgo anyway)

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All objects usable by the game will have a base object with an ID that can be used to spawn in new instances, which will provide a separate reference ID.

 

If you know the name of the item, you can use 'help' in the console to obtain the ID#. You can also load your entire load order in xEdit, locate the Armor record for the desired item(s) and make a note of the ID#(s).

 

The below is from: https://en.uesp.net/wiki/Skyrim:Console#Commands

 

 

 

help Returns the IDs of all items, spells, game settings, etc. which have the entered text in their name. This is a useful command to find the item ID of an object, which can then be used with other console commands.

E.g., help "Daedric" will list all items, etc. which have "Daedric" in their name. There is no need to put a "0" for the help command. Quotation marks are required for queries of more than one word (e.g., help "ancient nord"). Use page up and page down to scroll through the results.

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