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Learning console ID number for custom item.


Vinylrecords4ever

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How do you figure out what an item's console ID number is? I downloaded a mod that gives the characters playable outfits from Thadon and Syl from Shivering Isle, but unlike Morrowind where you just click on the object in console mode to learn its ID, that doesn't work in Oblivion. I can't contact the creator as the achrive is down right now due to server issues.

 

I want to start a character off with Syl's dress, so I figured it might be faster just to ask here if it can be done easily from in game.

 

(Edit)

 

The mod being "Thadon and Syls Clothing uploaded by Spike4072" from Tessource.

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Open the mod in the CS.

In the Object Window, expand Items and the Clothing.

Find the added items.

There's a VERY narrow column to the right of the Editor ID column. Expand this.

Write down the relevant IDs.

 

If they're 00xxxxxx, you can use them as-is, if they're 01xxxxxx, you'll need to figure out what the load order for the mod is.

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Open the mod in the CS.

In the Object Window, expand Items and the Clothing.

Find the added items.

There's a VERY narrow column to the right of the Editor ID column. Expand this.

Write down the relevant IDs.

 

If they're 00xxxxxx, you can use them as-is, if they're 01xxxxxx, you'll need to figure out what the load order for the mod is.

 

Its a 01 number. What does the mod load order affect? When I try to load it in console I just get an error message.

 

Thanks for the help, btw. I really appreciate it.

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From UESP :

In-game console commands will generally not accept editorids -- instead, you'll usually have to enter the formid of the data object that you want to work with. If the data object that you're interested in is a placed object, then you can simply bring up the console and click on it to see the formid. But if it's something like an object that you want to add to the player's inventory, then you'll need to know both the objectindex and the in-game modindex of your plugin. The objectindex is easy -- it's the same as the objectindex that you see in CS4.

 

However, the modindex is bit harder to get -- it's the load position of your mod as zero based, hexadecimal number. Urk! Luckily there are a couple of ways to get this number:

 

* Use Wrye Bash.

o In the Saves tab, select your mod. Its masters will be listed along with their respective modindices on the right hand side of the window.

o Note: The listed modindex may not be accurate if the save is not "blue".

* Or, click on an object that the mod placed into the game.

o You might want to place an object into the game world for the sole purpose of reading the modindex off it while in game.

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From UESP :
In-game console commands will generally not accept editorids -- instead, you'll usually have to enter the formid of the data object that you want to work with. If the data object that you're interested in is a placed object, then you can simply bring up the console and click on it to see the formid. But if it's something like an object that you want to add to the player's inventory, then you'll need to know both the objectindex and the in-game modindex of your plugin. The objectindex is easy -- it's the same as the objectindex that you see in CS4.

 

However, the modindex is bit harder to get -- it's the load position of your mod as zero based, hexadecimal number. Urk! Luckily there are a couple of ways to get this number:

 

* Use Wrye Bash.

o In the Saves tab, select your mod. Its masters will be listed along with their respective modindices on the right hand side of the window.

o Note: The listed modindex may not be accurate if the save is not "blue".

* Or, click on an object that the mod placed into the game.

o You might want to place an object into the game world for the sole purpose of reading the modindex off it while in game.

 

Woohoo! I got it to work! It took a combination of the info from the UESP pages and downloading the mod manager, but I got it to work! Thanks again, dude. I really appreciate your help.

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