Acleacius Posted March 12, 2011 Share Posted March 12, 2011 I wanted to add to my PC directly a set of armor from a mod. Looked up the Editor ID and FormID then tried to use each of them with the player.additem command but neither one works. Normally a Vanilla item FormID works but there seems to be some additional parameter to using the ID. Does anyone know what the trick is to getting modded gear to additem? Thanks for any help. ;) Link to comment Share on other sites More sharing options...
fg109 Posted March 12, 2011 Share Posted March 12, 2011 The first 2 digits of the form ID changes depending on your load order. So if you look at it in the construction set and the only thing other than your mod that's loaded is oblivion.esm, your mod's item all start with 01. But when you actually start the game, you're probably loading a bunch of other mods too. That means that the form ID you've written down is now wrong. Read this topic for form IDs: http://www.thenexusforums.com/index.php?/topic/311251-first-2-digits-of-id/ Link to comment Share on other sites More sharing options...
Acleacius Posted March 12, 2011 Author Share Posted March 12, 2011 (edited) Excellent, thank you fg109! BTW how would I add my custom horse, isn't player.additem a "in" inventory command? Thanks for any help. Edited March 12, 2011 by Acleacius Link to comment Share on other sites More sharing options...
fg109 Posted March 12, 2011 Share Posted March 12, 2011 Excellent, thank you fg109! BTW how would I add my custom horse, isn't player.additem a "in" inventory command? Thanks for any help. Maybe you can use the PlaceAtMe and SetOwnership commands. Link to comment Share on other sites More sharing options...
Acleacius Posted March 12, 2011 Author Share Posted March 12, 2011 (edited) Thanks fg109!, Kudos given. :) player.placeatme worked! Got the horse, but guess I have something set wrong because he doesn't Fast Travel with me and guess it means it won't be there when I return from an interior. Btw I did use SetOwnership, just in case but it was already set to PCHorse and PCFaction in the CS. Edited March 12, 2011 by Acleacius Link to comment Share on other sites More sharing options...
Hickory Posted March 12, 2011 Share Posted March 12, 2011 Thanks fg109!, Kudos given. :) player.placeatme worked! Got the horse, but guess I have something set wrong because he doesn't Fast Travel with me and guess it means it won't be there when I return from an interior. Btw I did use SetOwnership, just in case but it was already set to PCHorse and PCFaction in the CS. Beware of overusing PlaceAtMe, it causes game save bloating. Link to comment Share on other sites More sharing options...
theuseless Posted March 13, 2011 Share Posted March 13, 2011 (edited) My personal advice for adding stuff the the cs (example is static object): I will rclick in the static objects field, somewhere in the right hand pane (with the objects you drag over). Now click on "new" and find the nif file you are using. Once you have added the nif and click ok, it should create the branch that you need. Now go to the branch that was just created (ex: Easy Construction Meshes will add a sub directory within the static branch). Click on this branch, it should have one mesh in it, named with the full folder path name. Now go to the folder that contains the nif files you wish to add. Add all the files you wish from the folder by highlighting them, then dragging them to the cs window. Drag them to the statics sub directory and viola, they are all in there, placed snug in the proper place. For activators and doors, you will need to also add sounds. The generic sound for a chest opening and closing is DRSChestOpen and DRSChestClose. You can add them by clicking the box for sound, then type the name. It is much quicker than searching for it. You can add any sounds you like. For adding armor, I prefer another method. I like to use any esm/esp if supplied. Load the esm/esp with your mod (make sure it has an x in the check box, but that your mod is set to active). Find the name of the armor/weapon and double click it. Now click where it says editor ID. I amend the original name of the object with my unique (I hope) prefix. So if the name of the axe is MyAxeSharp, then I would make it say tUL665MyAxeSharp. When you click ok, it should ask if you wish to make a new form, click yes. You may do this with any items or objects you want, not just swords and armor, it can save a lot of time editing the stats and slots of armors/weapons, so I generally use it for that. As a final note, make sure you read the wiki and the stiky articles here for cleaning your mod for release. Also make sure that if you release your work, you have all permissions needed. I like to include all the original readme's if I use other peoples' mods in my work, just so that people can see that I used resources I was allowed to. Have fun, don't let the technical aspect frighten you away from modding. It really is fairly simple once you get the hang of it. With even a basic understanding of the cs and scripting, you can do amazing and wonderful things. With NifSkope and Blender, you can create to your imagination's extent. The mod that I mentioned, Easy Construction Meshes, is a great resource of blocks to play with, found here:http://www.tesnexus.com/downloads/file.php?id=28166 Hope that this helps,theuseless Edited March 13, 2011 by theuseless Link to comment Share on other sites More sharing options...
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