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Is there a way to view itemIDs for items added through mods?


DerSquirrel

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Is there a program or something I can use to see the specific itemIDs for items that have been added to the game via mods?

 

Specifically, I wanted to know the IDs for capes/cloaks and katanas added from OOO.

You want it for script usage or console? if for scripting you really should avoid doing so...

 

For console it's a bit tricky. Once you find the object ID for the item from CS, you will need to find the 'actual' index the mod that item pertains. that index is that 2 first hexadecimal digits (possibly 01 in CS). The index can be obtained counting all mods 'actives' in the load order (ESMs and ESPs) starting from zero and including the mod.

 

For example if the list order is something like

 

Oblivion.esm

abc.esm

abc.esp

mno.esp

xyz.esp <-- and that is the mod you want. it will be the 5ft and since the counting begins in zero the index is 04 hex ... if it was the 11th the index would be 0A.

 

Finally, if the index appears in CS as 01000123 for the mod xyz.esp ... you would use, for example: player.additem 04000123 1

 

some utilities, like Wrye's bash show the actual index directly in a column for each mod, you need just notate it and use with the item.

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Is there a program or something I can use to see the specific itemIDs for items that have been added to the game via mods?

 

Specifically, I wanted to know the IDs for capes/cloaks and katanas added from OOO.

You want it for script usage or console? if for scripting you really should avoid doing so...

 

For console it's a bit tricky. Once you find the object ID for the item from CS, you will need to find the 'actual' index the mod that item pertains. that index is that 2 first hexadecimal digits (possibly 01 in CS). The index can be obtained counting all mods 'actives' in the load order (ESMs and ESPs) starting from zero and including the mod.

 

For example if the list order is something like

 

Oblivion.esm

abc.esm

abc.esp

mno.esp

xyz.esp <-- and that is the mod you want. it will be the 5ft and since the counting begins in zero the index is 04 hex ... if it was the 11th the index would be 0A.

 

Finally, if the index appears in CS as 01000123 for the mod xyz.esp ... you would use, for example: player.additem 04000123 1

 

some utilities, like Wrye's bash show the actual index directly in a column for each mod, you need just notate it and use with the item.

 

I just wrote down the ID from the Construction Set, used player.additem to give myself one of what i wanted and it worked just fine.

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Good it was sort out so.

 

The point is if the item had 00 for index forcibly it is from Oblivion.esm, if it was 01, the mod you selected was the second in the load order when playing, if it was any other number you selected more than one mod at the same time in CS, not really a problem once you do not save anything or other than the time need to open everything.

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