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Modifiying item mods to make it spawn in testinghall?


jihadoftomorrow

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When I download armor, weapon or clothing mods I want to make it so that it will spawn inside the testinghall rather than where the original modder put it.

 

How do I go about doing this? Will it be too much of a hassle to do?

 

Or, how do I get the item code of a downloaded item mod? Only so that I could just use the player.additem code instead.

 

 

Thanks for any help.

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You'll need to modify the mod if you want to change where the new items appear - this will require using the Construction Set. For most basic weapon/armour mods that just put the new items on the floor or in a chest somewhere, this might be quite easy to do. But the ones that have attached quests or scripts might be harder to change without breaking some functionality.

 

Getting the item code will also require the Construction Set. Each base object has an eight digit FormID such as 01234567. Drop the first two digits of the FormID and replace it with the hexadecimal number of the mod in your load order to get the item code. (i.e. oblivion.esm is always 00, the first one after that is 01, the tenth one is 0A).

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You'll need to modify the mod if you want to change where the new items appear - this will require using the Construction Set. For most basic weapon/armour mods that just put the new items on the floor or in a chest somewhere, this might be quite easy to do. But the ones that have attached quests or scripts might be harder to change without breaking some functionality.

 

Getting the item code will also require the Construction Set. Each base object has an eight digit FormID such as 01234567. Drop the first two digits of the FormID and replace it with the hexadecimal number of the mod in your load order to get the item code. (i.e. oblivion.esm is always 00, the first one after that is 01, the tenth one is 0A).

So how exactly do I do the "replacing the item's location to testinghall?" I've never done this before, I've only used the CS tool for modifying item attributes.

 

 

Thanks for the reply.

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Since it seems like you already know how to make small modifications and saving an esp, here's a crash course on adding them to the testinghall (without removing the original item from where it was).

 


  1.  
  2. Load up the esp as the active file
  3. In the Cell View Window, look for TestingHall
  4. Double-Click on TestingHall to load it into the Render Window.
  5. In the Object Window, look for the item. If it's a weapon, it's probably (but not always) in Items > Weapon > AuthorsName or Items > Weapon > Weapons > AuthorsName
  6. Click in the item's EditorID to highlight it
  7. Drag and Drop the item to roughly where you want it in the TestingHall in the Render Window
  8. Adjust the item's position with the mouse
    • Normal mouse movements will move it north-south-east-west
    • Holding Z will allow you to move it up-down

[*]Save the esp!

This should work for most "normal" items. If the mod has any scripts or quests, it's possible that the item could lose functionality in some way, so make sure you test it in-game.

 

If you got this far, then congratulations - you are a modder! I have a small suggestion: consider taking your modding skills to the next level. There's an excellent tutorial at TES Alliance that will start you off making a simple house mod (which you can easily turn into a haunted house for a mini-quest for your modified item). If you find that you enjoyed that, those tutorials will also take you through quests and AI and scripts and other fun stuff. :)

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Since it seems like you already know how to make small modifications and saving an esp, here's a crash course on adding them to the testinghall (without removing the original item from where it was).

 


  1.  
  2. Load up the esp as the active file
  3. In the Cell View Window, look for TestingHall
  4. Double-Click on TestingHall to load it into the Render Window.
  5. In the Object Window, look for the item. If it's a weapon, it's probably (but not always) in Items > Weapon > AuthorsName or Items > Weapon > Weapons > AuthorsName
  6. Click in the item's EditorID to highlight it
  7. Drag and Drop the item to roughly where you want it in the TestingHall in the Render Window
  8. Adjust the item's position with the mouse
    • Normal mouse movements will move it north-south-east-west
    • Holding Z will allow you to move it up-down

[*]Save the esp!

This should work for most "normal" items. If the mod has any scripts or quests, it's possible that the item could lose functionality in some way, so make sure you test it in-game.

 

If you got this far, then congratulations - you are a modder! I have a small suggestion: consider taking your modding skills to the next level. There's an excellent tutorial at TES Alliance that will start you off making a simple house mod (which you can easily turn into a haunted house for a mini-quest for your modified item). If you find that you enjoyed that, those tutorials will also take you through quests and AI and scripts and other fun stuff. :)

Thanks a ton for that very informative reply

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How would I modify the item mod to make it so that it would spawn directly into my inventory when the mod is activated? Would that be more complicated?

 

I actually wrote an answer to that exact same question in this thread.

 

The easiest way is to put it on the floor somewhere and let the player pick it up (that's why there's so many of these ;)).

 

For a more elegant solution, you can create a dummy quest and a quest script to run once and add the item. Let's say you created a quest called WafflezsQuest - it doesn't need any quest stages but should be set to start automatically. Assign a script to it - let's call it WafflezsQuestScript.

 

The *quest* script (not object or spell effect) could be like this:

 

scn WafflezsQuestScript

short DoOnce

BEGIN GAMEMODE

if ( DoOnce == 0 )
player.additem MyNewItem 1
set DoOnce to 1
StopQuest WafflezsQuest
endif

END

 

I'm sure that there's many other ways, but this is the first that comes to mind. :)

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