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How do I add mod items to a chest?


mawarm

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I saw this mod and thought that it might be quite handy to have all my installed mods (or at least most of them) add their stuff to one place so that I don't have run all over Cyrodiil to get them (and get a full inventory) each time I start a new game.

So, what I'm wondering first and foremost: Will this be very complicated to do? I have done some easy stuff in the CS before, like editing races and adding hair styles, etc. If it proves to be too much for me to handle though, then I really don't want to get into it. I'm not saying that I'm not willing to learn, because I know I will have to. I just...well, you probably get the point. :wink:

 

These are the things I need help with:

  1. Making weapons and armours from allready existing mods spawn in the containers existing in the above mentioned mod.
  2. Changing the names of the containers (to easier find stuff) and some of the equipment (beacuse some of the items have weird japanese names or alike which I can't make out.)
  3. Figuring out which files from the mods that I have installed will be necessary.
  4. Possibly adding new containers (if necessary).

(Maybe there's allready a guide available somewhere for these kinds of things? :tongue:)

 

PS. Don't know if this is the right place to post this, but I couldn't think of any other.

Edited by mawarm
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<br>I suggest you go with <a href="http://www.tesnexus.com/downloads/file.php?id=22414" class="bbc_url" title="External link" rel="nofollow external">Automagic Bags</a>.<br>
<br><br>Well, that's not exactly what I'm looking for. I just want the items added by the mods I have installed to allways spawn in one location, and I think the mod I mentioned above could serve that purpose quite well. All I'm looking for is help regarding this - how do I do it?<br><br>Btw, I just thought of a thing to add to the "need-help-with-list", namely how to move containers from installed mods to the location of the storage mod (if that would be easier than creating new containers).<br>And also, the automagic bags doesn't seem to work for armour and weapons...which is what most of the mods I have installed does add to the game, so that seems pretty useless for me.<br><br>PS. Does anyone know why the posts get weird like this sometimes when edited? <img class="bbc_emoticon" alt=":psyduck:" src="http://www.thenexusforums.com/public/style_emoticons/dark/psyduck.gif"><br> Edited by mawarm
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Well, that's not exactly what I'm looking for. I just want the items added by the mods I have installed to allways spawn in one location, and I think the mod I mentioned above could serve that purpose quite well. All I'm looking for is help regarding this - how do I do it?

 

Goo luck on that, because I don't think it can be done.

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Well, that's not exactly what I'm looking for. I just want the items added by the mods I have installed to allways spawn in one location, and I think the mod I mentioned above could serve that purpose quite well. All I'm looking for is help regarding this - how do I do it?

 

Goo luck on that, because I don't think it can be done.

 

So you're saying I can't for example take an existing armour and make it spawn in a container somewhere?

Then how are mods like that made? Do you have to use magic?

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1. Load the shop mod along with your armor/weapon/whatever mod in the CS. The shop mod should be the active file.

 

2. Find the custom armor/weapon/whatever, double-click or right-click and edit.

 

3. Change the form ID, save it as a new item.

 

4. Find the merchant container in the shop mod (should most likely be somewhere in the cell of the custom shop).

 

5. Add the new item to the chest.

 

6. Save your mod.

 

Do not release this unless you have permission from the original mod authors.

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1. Load the shop mod along with your armor/weapon/whatever mod in the CS. The shop mod should be the active file.

 

2. Find the custom armor/weapon/whatever, double-click or right-click and edit.

 

3. Change the form ID, save it as a new item.

 

4. Find the merchant container in the shop mod (should most likely be somewhere in the cell of the custom shop).

 

5. Add the new item to the chest.

 

6. Save your mod.

 

Do not release this unless you have permission from the original mod authors.

Thanks a lot for clearing that up, don't know wth Hickory was talking about...

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don't know wth Hickory was talking about...

 

So what happens when you uninstall the mod that the item/s come from? Hm?

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don't know wth Hickory was talking about...

 

So what happens when you uninstall the mod that the item/s come from? Hm?

 

I suppose the items will be included in the storage mod...?

I mean, I will obviously need the textures and meshes from the weapon/armour mods, but that's should be about it. The esp's shouldn't be necessary.

Edited by mawarm
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FG is right. This will add copies of the items into your desired container (using their own ID encase the original item is affected in any way by outside scripts, etc) but what hickory is talking about is that the solution FG suggested only puts references and does not truly create an independent mod, ie it will still require the original mods in order to function properly. If you want to basically replace the old mods with your own new "centralized" mod which has the items from it all in one place you basically have to do what FG suggested and then ensure that when you pack up the mod all the meshes and textures are packed up along with the mod file before uninstalling the other mods. This way you get the items from the mod but without the quests, NPC's etc.

 

So you basically just need to create a cell with a door that links somewhere and some storage, create new copies of each item and drag them to the container list, save the mod, make sure you keep the meshes and textures if you uninstall the original mods and you're done

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