JheeBz Posted September 5, 2009 Share Posted September 5, 2009 Recently i've been trying to get 100% chameleon (OH WOW, I'M SO ORIGINAL AMIRITE?) by using sigil stones and i was wondering if it's possible to specify two stats for it. For example: The form ID for a transcendant sigil stone with the chameleon property is: 00042094The form ID for a transcendant sigil stone with the feather property is: 00041FD9 In order to get a sigil stone with chameleon i type player.additem 00042094 which gives me a transcendant sigil stone with 15 sec silence and 30% chameleon. I did not ask for that first property and i'm wondering how i can change it. Thanks,JheeBz. Link to comment Share on other sites More sharing options...
ipegot Posted September 5, 2009 Share Posted September 5, 2009 Create your own sigil stone in the CS, note the form ID of your new item ignoring the first two digits.Note the mod number of your esp file containing your new sigil stone (on mouseover) in OBMM. In game do your player.additem modnumberformid. Link to comment Share on other sites More sharing options...
Maigrets Posted September 5, 2009 Share Posted September 5, 2009 Unless there's a particular reason you want a sigil stone why not create a new enchantment in the CS, and add that to the item you want to have the chameleon effect. That way you can make whatever effect you like and you won't be limited to the in game enchantments. Otherwise there's no way to remove an effect from a sigil stone except by creating your own in the CS as ipegot said. Link to comment Share on other sites More sharing options...
SavageArtistry Posted September 5, 2009 Share Posted September 5, 2009 I have a mod which includes a 100% chameleon ring, if you're interested. http://www.tesnexus.com/downloads/file.php?id=21844 Link to comment Share on other sites More sharing options...
JheeBz Posted September 5, 2009 Author Share Posted September 5, 2009 Create your own sigil stone in the CS, note the form ID of your new item ignoring the first two digits.Note the mod number of your esp file containing your new sigil stone (on mouseover) in OBMM. In game do your player.additem modnumberformid. Only problem with that is that i have absolutely no experience using Construction Set. Link to comment Share on other sites More sharing options...
ipegot Posted September 5, 2009 Share Posted September 5, 2009 Well if you have the CS installed I could give you a walk through to do what you need to do. (or if the above mentioned ring mod suits your interests there ya go) Link to comment Share on other sites More sharing options...
JheeBz Posted September 5, 2009 Author Share Posted September 5, 2009 That would be nice, thanks. Link to comment Share on other sites More sharing options...
ipegot Posted September 5, 2009 Share Posted September 5, 2009 Open the Construction Set(CS). Click on File->Data. Double Click "Oblivion.esm" and then click on "OK". There will be three windows for the CS, the "Render Window", "Cell View" and the "Object Window". We will only be using the "Object Window"(OW). Two sides to the OW. Scroll down the left side. Under "Items" you will see "SigilStone". Left Click on "SigilStone" On the right side of the OW scroll down and find "SSSilenceInvis5". Right click on it and select "Edit". Change the "ID" to something else, for instance "MySigilStone" or something more descriptive. On the right is the effect window with two listings. One for the chameleon effect that you want and a second effect that applies to weapons that you may not be interested in. Right Click on the effect you want to change and select "Edit". Change the effect and duration as desired and hit "Ok". Hit "Ok" again. Find your new sigil stone in the list and mouse over it. You will see an 8 digit number. Ignore the first two numbers. Make note of the last six digits of the form id you see on mouse over. Having made your new stone and noting its form id;Click on File->Save.Enter a name for your mod. Something easy and descriptive. MySigilStone perhaps. Either way once you've saved your mod, Open OBMM. On the mod listing in OBMM find your mod, make sure it is enabled, and mouse over it. You will see a two character identifier for your mod. Note these two characters. Start your game. Once in game open your console(~) and type player.additem formid 1. Where the formid is the two characters you noted from OBMM when you moused over your mods name and the six digits you noted while in the CS. Profit???;) Notes about Sigil Stones. Any touch effects you add to a sigil stone in the CS will apply to the enchanted weapon when you use that stone in game. Any Self effects will apply to armor. You can add multiple effects to Sigil Stones. For instance you could add two touch effects and two self effects. Both touch effects would be enchanted onto a weapon or both self effects would be applied to the armor. (Or three effects or five, whatever you added to the stone in the CS) Link to comment Share on other sites More sharing options...
JheeBz Posted September 5, 2009 Author Share Posted September 5, 2009 The problem there is that there's nothing on the right side of the Object Window when i left-click SigilStone. Link to comment Share on other sites More sharing options...
ipegot Posted September 5, 2009 Share Posted September 5, 2009 Click on File->Data. Double Click "Oblivion.esm" and then click on "OK". No data is loaded if you didn't do this. After clicking on File and then Data, double clicking on Oblivion.esm should put an X by it. Clicking "OK" will then load the data from the Oblivion.esm. Link to comment Share on other sites More sharing options...
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