Crockeoeo Posted July 23, 2009 Share Posted July 23, 2009 I've been working on a spell mod for a while... some that can unlock everything (even "Needs a Key" doors) a teleport spell that moves you to the dark brotherhood sanctuary... but I was wondering something. How do you add those spells to a vendor. I would just tell people to do player.addspell but I can't seem to find the object IDs. So could anyone tell me how to add it to a vendor (and make my own vendor) without the use of the ID? Also how do you find the actual object ID of custom items? Because I made some arrows and I want to make a refill spell. But I can't seem to find the real object ID... (I tried the object ID it said.... but it didn't work). That's all folks! Link to comment Share on other sites More sharing options...
jefe323 Posted July 23, 2009 Share Posted July 23, 2009 I've been working on a spell mod for a while... some that can unlock everything (even "Needs a Key" doors) a teleport spell that moves you to the dark brotherhood sanctuary... but I was wondering something. How do you add those spells to a vendor. I would just tell people to do player.addspell but I can't seem to find the object IDs. So could anyone tell me how to add it to a vendor (and make my own vendor) without the use of the ID? Also how do you find the actual object ID of custom items? Because I made some arrows and I want to make a refill spell. But I can't seem to find the real object ID... (I tried the object ID it said.... but it didn't work). That's all folks! To add spells to a vendor, just add the spell to their spell list Link to comment Share on other sites More sharing options...
David Brasher Posted July 23, 2009 Share Posted July 23, 2009 Console commands are much fussier and weaker than things done in the CS. I do not think telling people to use the console commands for your custom items would be a good idea. It might take an expert eight attempts to make the console work with custom spells or items. I haven't actually programmed a script effect spell, but in ordinary scripting, or scripts resulting from quests or dialog, the object ID the CS lists, or even the colloquial form ID name of custom items or spells, usually works just fine for me. I guess I am not really sure what your situation is or what exactly you are asking. If your situation was like mine, what you have tried should have worked. There must be some difference between our situations. You could perhaps take a different approach, and write an object script attached to the arrows or whatever you want to attach it to that makes it so if the PC possessed one of your arrows, he or she would always have a supply of them. If they ran low they would automatically have some added to their inventory. I know that that sort of script would function with custom items. The downside would be that you wouldn't be able to get rid of all of them even if you were sick of having them. You could probably program in a work-around. Perhaps 1-5 arrows would trigger replenishment, but 0 arrows would not. If you dropped the arrows on the ground all at once, you wouldn't get any more unless you picked them up again. Link to comment Share on other sites More sharing options...
Crockeoeo Posted July 24, 2009 Author Share Posted July 24, 2009 Dank u vel! (Thank you much in dutch) Link to comment Share on other sites More sharing options...
rdamstrom Posted July 25, 2009 Share Posted July 25, 2009 These ObjectID's you speak of are the name's in the editorID Player.AddItem Arrow6Glass 10NPC.AddSpell StandardAbsorbHealth2Apprenticejust copy and paste the editorID names Link to comment Share on other sites More sharing options...
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