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Item ####### not found for parameter ObjectID


insanemainframe

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Hi - I posted this in another thread, but didn't get a reply - hope this one will generate some tips and not get deleted...

 

I am completely stumped, and found the cs.elderscrolls.wiki link completely unhelpful.

Hoping someone here might wetnurse me a bit.

 

I had played with Morrowinds CS3 - making simple enchanted weapons and clothes, (not from scratch, just "modding" something that already was) and had no real problem.

 

This new CS is a *censored*.

 

I spent 4 hours, picking bits out of buggy mods for meshes/textures/icons that I liked, and even 2 items that came in the main file, making the enchantments I wanted on these items, but when I loaded the plugin .esp I made and consoled the items in with the ID generated by the CS (or tried to), I got errors - basically "Item ####### not found for parameter ObjectID", and my stuff isn't there. It IS in the plugin file, I can find it, but when I use the console to add the item ingame, the console says "Duh?".

 

Is there something I am missing?

 

 

Yes, there is - it has something to do with "Active File" - I am frustrated and stressed over this, but while mucking around, I told the CS to "Make file active" and it prompted me to make a save, and I did one piece, and it worked!

 

Only now, I can't replicate the results

 

Anyone help me out here?

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Hi - I posted this in another thread, but didn't get a reply - hope this one will generate some tips and not get deleted...

 

I am completely stumped, and found the cs.elderscrolls.wiki link completely unhelpful.

Hoping someone here might wetnurse me a bit.

 

I had played with Morrowinds CS3 - making simple enchanted weapons and clothes, (not from scratch, just "modding" something that already was) and had no real problem.

 

This new CS is a *censored*.

 

I spent 4 hours, picking bits out of buggy mods for meshes/textures/icons that I liked, and even 2 items that came in the main file, making the enchantments I wanted on these items, but when I loaded the plugin .esp I made and consoled the items in with the ID generated by the CS (or tried to), I got errors - basically "Item ####### not found for parameter ObjectID", and my stuff isn't there. It IS in the plugin file, I can find it, but when I use the console to add the item ingame, the console says "Duh?".

 

Is there something I am missing?

 

 

Yes, there is - it has something to do with "Active File" - I am frustrated and stressed over this, but while mucking around, I told the CS to "Make file active" and it prompted me to make a save, and I did one piece, and it worked!

 

Only now, I can't replicate the results

 

Anyone help me out here?

 

The ID you need to use to add items through console is a bit different than with morrowind, so it won't work. It's not the normal editor ID. I don't know exactly how it works, best way to get an item in is by just placing it somewhere in game.

 

"

Yes, there is - it has something to do with "Active File" - I am frustrated and stressed over this, but while mucking around, I told the CS to "Make file active" and it prompted me to make a save, and I did one piece, and it worked!

 

Only now, I can't replicate the results "

 

I don't really understand this one. It prompted you to make a save? When you opened the construction set, selected Oblivion.esm, clicked on your mod and tryed to make it active you mean?

 

What do you mean you can't replicate the results? Can't you get the file active?

 

And don't post the same topic twice. Be patient, someone will come to help you.

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I did indeed get a test item into the game via the console ObjectID generated by the CS. I was tired and stressed and started from scratch (again), but can't remember what I did, other than clicking "Make file Active", which immediately popped up a Save prompt, so I typed in a name, waited for the Oblivion file to load and then made a item, saved again (I think) and loaded the game, brought up the console and typed in "player.additem ########" and my item appeared.

 

Every other time I have tried this I get the aforementioned error...

 

And now I can't get the CS to prompt me for the new file, if I am indeed remembering correctly...

 

Maybe someone could layout the beginning steps for creating a new esp that the game will recognize?

 

Or maybe I could post/upload the esp and someone could figure out what I did wrong? It is very tiny, I made like 5 enchantments, 3 weapons and a few pieces of clothes, all using the enchantments...

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Maybe someone could layout the beginning steps for creating a new esp that the game will recognize?

Or maybe I could post/upload the esp and someone could figure out what I did wrong? It is very tiny, I made like 5 enchantments, 3 weapons and a few pieces of clothes, all using the enchantments...

 

Did I hear you say you chose items from other people's mods? If you saved your new esp with items in it that came from ANOTHER esp, it will be dependent on those other esps. This means you can't load that without those others as "active files" - the other mods have to be checked in the Data Files as well as yours. This could be what's causing that error.

 

To make an all-new esp, when you start up the CS, only check Oblivion.esm. Then create whatever enchanted item - say, a steel sword with a fire enchantment that you rename "firemite" or etc. - and click file-save. This has to be a new enchantment that you make using the dropdown "enchantment" menu on a sword or other item, not a copy from another esp. Don't load anything else but Oblivion.esm.

 

The CS will ask you to give your new esp a name (like "Firemite.esp"). Do that. Then when you start to play, while you're in the first menu, click "Data files" and make sure "Firemite.esp" is checked as well as Oblivion.esm.

 

If you want a new mesh in your esp that is used by a different esp, you have to select the new mesh through an item screen, not by loading the other person's mod in the CS. If you want a new mesh for the steel sword, for example, you would open the steel sword in your Firemite.esp and click "sword.nif" or whatever the little .nif is, then click through the data files\meshes\weapons until you found the mesh you wanted and click on that. Then you would rename the item ID to reflect the new mesh, say from Weapsteelsword to Weapfiremite.

 

If I misunderstood you, or this doesn't help, please accept my sincere apology.

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I dug through the folders, and saved out all the images, etc that were used, and did not actually load the other esp. When making enchantments, I would right click, select "New" and filled in the blanks as it were. Then, opening a generic item of the type I wanted, I added the enchantment I wanted, filled in the other blanks and then pointed to the files I had scavenged for item images, click "Ok" and it prompts to save a new FormID. I allow it to do so.

I have no plans to release any of these items, so have no compunction using neat image stuff from other peoples work, especially if their esp is causing my system to crash - basically Personal Use Only :)

 

I will try your steps for starting the file, and post back - Thanks for your pointers, especially about the Oblivion only file - I am at a laptop right now, but will try it when I get a chance later tonight.

 

 

^^^^^^^^^^^^^^^^^^^^^^^^^^^

Later tonight...

 

Ok, that didn't work; Open Oblivion master file, click "Make Active", make item, "ok" new Form, save file, load file via "Data Files", console player.additem 01000cef (ObjectID - not formID) 1

See original error.

 

Arg!

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It should be noted that 01###### is reserved for the first mod loaded. Try using different prefixes (02######, 03######, etc.).

 

EDIT: Additionally, 00###### is reserved for items in Oblivion.ESM. I *believe* that mods which change items already in Oblivion.ESM also use the 00 prefix.

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It should be noted that 01###### is reserved for the first mod loaded. Try using different prefixes (02######, 03######, etc.).

 

Ummm, how would one do that? The CS automatically assigns ID's.

 

And I really don't understand about mods loading in sequence, if that is the correct term?

 

And I'm not seeming to have problems making items, just making a file that works..

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It should be noted that 01###### is reserved for the first mod loaded. Try using different prefixes (02######, 03######, etc.).

 

Ummm, how would one do that? The CS automatically assigns ID's.

...

Oh, I thought you were trying to add something with the console.

[clip]and consoled the items in with the ID generated by the CS (or tried to)[/clip]

 

Did you make sure to set your plugin as the active file? And, although I doubt this is the problem, did you make sure to select your mod in the Oblivion Launcher's Data Files dialogue?

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It should be noted that 01###### is reserved for the first mod loaded. Try using different prefixes (02######, 03######, etc.).

 

EDIT: Additionally, 00###### is reserved for items in Oblivion.ESM. I *believe* that mods which change items already in Oblivion.ESM also use the 00 prefix.

Hmm... 00###### is reserved for the Oblivion master file?

Not just the first one loaded?

*Going to check with the Project Serpent master file, whether this is right...*

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