direborne Posted December 11, 2011 Share Posted December 11, 2011 (edited) I am mostly finished furnishing my Abandoned house (will take pics over the weekend hopefully) and I have this huge list of Ruins and Dwe furniture. Going to post things I think people will probably find helpful - such as marble/stone tables without benches attached, wall sconces without light so you can put in your own candles/torches, dwe shelves, etc. Enjoy. 267cd Ruins table37e89 Ruins shelf Lg37e8f Ruins shelf Sm289d8 Ruins bench267d3 Ruins throneded95 HHF table square2fd4d HHF table round2fcb8 HHF chair tall2fcb9 HHF chair2fcbb HHF bench5e48b Sovengarde table5e508 Sovengarde table square5E50f Sovengarde benchff50e Sovengarde bench short63dee Dwe table889af Dwe table narrow889b0 Dwe table square63df0 Dwe chair stone66024 Dwe chair stone no back1ee50 Dwe bench1edf6 Dwe bench short1edf7 Dwe chair27F01 Dwe chair no back1eddd Dwe dresser1edda Dwe shelf narrow1edd9 Dwe shelf1edd8 Dwe shelf tall1edd7 Dwe shelf solid1edd6 Dwe shelf solid tall1edd5 Dwe shelf solid narrow6dbd3 Dwe built-in shelf wood6dbdf DWe built-in shelf wood w/stone base1b410 Ruins wall sconce1b061 Ruins ceiling sconce19e25 Ruins floor sconce6b36a Dwe chandelere5adea Dwe floor sconce30ad1 Dwe wall sconce5d6e4 Dwe wall candle30ad2 Dwe chandelere Lg8d5fb Dwe insence burner Oh, someone was looking for a map. There are two as far as I can tell, and a map of dragon burials (that Delphi has in her hideyhole - you can just grab it) but that's an inventory item and has a tendency to not stay where you place it. At any rate, here are the codes for all three (the first two are static objects): 70bc2 Civil War map70bb9 Civil War map 2bbcd5 Map of dragon burials Edited December 11, 2011 by direborne Link to comment Share on other sites More sharing options...
direborne Posted December 11, 2011 Share Posted December 11, 2011 Has anyone figured out mannequins and/or weapon plaques yet? The mannequins are actually easy if you don't mind dressing them with a console command. Spawn one (89a85), do <tai> to disable AI, use <openactorcontainer 1> to give them gear. The problem is that they seem to want to be placed only at certain spots - which don't include anyplace you've removed original furniture from or anything you've built, like additional rooms. If you try standing in a corner and spawning more than one mannequin you will see exactly which spots they are okay being at and will not move from. Position them elsewhere and they will freakishly walk back to those default spots. It's actually rather creepy to have that happen, bloody scared me the first time I caught it move out of the corner of my eye:) Link to comment Share on other sites More sharing options...
captgentry Posted December 11, 2011 Share Posted December 11, 2011 (edited) heh.. Imagine what could be done if the effort that is put into the things in this thread were, instead, put into something like world peace or curing cancer. lol You guys are awsome. ;) Edited December 11, 2011 by captgentry Link to comment Share on other sites More sharing options...
direborne Posted December 11, 2011 Share Posted December 11, 2011 (edited) Anyone have any tips of lighting? The reason I think my place is sorta s*** atm is the lighting (or lackthereof). However i believe it was stated that lighting couldnt be removed, so i am really skeptical about laying any down. I dont wanna f*** up the place. Hell, when I deleted the firepit in the solitude house it already left a big awkward light circle where is used to be I have a few. First off, yes, you can't remove lighting except for two lights I found that have actual torches spawn. I use those in dark rooms while decorating before I place permanent lighting there. Those are 1d4ec Torch (idle w/torch)c82c7 Sov (flickering w/torch) Do not spawn them with player.placeatme as the torch will be under the floor and you will have hell of a time removing it. Instead pick up any object, hold it in front of you, open console and spawn the torch with the light on that; it will land neatly on the floor and you'll be able to get rid of it whenever you like. Here are a few lights that I use regularly: da628 Markarth firelight (med yellow flickering)cd065 Solitude fireplace (strong yellow flickering)9aaf1 HHF firelight Sm (mild yellow flickering)c65ca Solutide window (med white spotlight)f4852 Farm interior (mild white)88cda Dwarf omni (mild white)3611f Solutide interior candle (mild yellow)cd016 Solitude interior blue2ee05 Bleak Falls interior (yellow) Again, you probably want to hold an object at a certain height before you place the light on it, or else put a piece of furniture with setpos z into the air, place the light on that, then lower it again. Lights ARE permanent (well, until someone figures out how to remove an invisible object, anyway), so save a lot as you're figuring out which ones work well for your area. Also, once you've placed the light, it's a good idea to leave the house and come back, as it may look nice to begin with but might turn out your new light throws weird shadows on the walls so that only half is lit up. Basically, make sure it really looks nice once the cell reloads before you make your change permanent. Edited December 11, 2011 by direborne Link to comment Share on other sites More sharing options...
Snapless Posted December 11, 2011 Share Posted December 11, 2011 Open up FNVedit and search, but do not use the number, use the full name, fnvedit finds it if abit slow.the one you used as an example is "63e40".I use fnvedit everytime i have a hard time finding what i want, you have better luck just cliking on objects that you want ingame for the referance id and then use fnvedit to get the formid. I don't know if that was directed at me...but that wasn't what I asked. :) Has anyone figured out mannequins and/or weapon plaques yet? The mannequins are actually easy if you don't mind dressing them with a console command. Spawn one (89a85), do <tai> to disable AI, use <openactorcontainer 1> to give them gear. The problem is that they seem to want to be placed only at certain spots - which don't include anyplace you've removed original furniture from or anything you've built, like additional rooms. If you try standing in a corner and spawning more than one mannequin you will see exactly which spots they are okay being at and will not move from. Position them elsewhere and they will freakishly walk back to those default spots. It's actually rather creepy to have that happen, bloody scared me the first time I caught it move out of the corner of my eye:) Yeah I've got a few of them in my house, using the little table sunk into the floor as stands...and it works, but was hoping someone might have found the way to make them work properly. Link to comment Share on other sites More sharing options...
ADeadlierSnake Posted December 11, 2011 Share Posted December 11, 2011 Anyone have any tips of lighting? The reason I think my place is sorta s*** atm is the lighting (or lackthereof). However i believe it was stated that lighting couldnt be removed, so i am really skeptical about laying any down. I dont wanna f*** up the place. Hell, when I deleted the firepit in the solitude house it already left a big awkward light circle where is used to be I have a few. First off, yes, you can't remove lighting except for two lights I found that have actual torches spawn. I use those in dark rooms while decorating before I place permanent lighting there. Those are 1d4ec Torch (idle w/torch)c82c7 Sov (flickering w/torch) Do not spawn them with player.placeatme as the torch will be under the floor and you will have hell of a time removing it. Instead pick up any object, hold it in front of you, open console and spawn the torch with the light on that; it will land neatly on the floor and you'll be able to get rid of it whenever you like. Here are a few lights that I use regularly: da628 Markarth firelight (med yellow flickering)cd065 Solitude fireplace (strong yellow flickering)9aaf1 HHF firelight Sm (mild yellow flickering)c65ca Solutide window (med white spotlight)f4852 Farm interior (mild white)88cda Dwarf omni (mild white)3611f Solutide interior candle (mild yellow)cd016 Solitude interior blue2ee05 Bleak Falls interior (yellow) Again, you probably want to hold an object at a certain height before you place the light on it, or else put a piece of furniture with setpos z into the air, place the light on that, then lower it again. Lights ARE permanent (well, until someone figures out how to remove an invisible object, anyway), so save a lot as you're figuring out which ones work well for your area. Also, once you've placed the light, it's a good idea to leave the house and come back, as it may look nice to begin with but might turn out your new light throws weird shadows on the walls so that only half is lit up. Basically, make sure it really looks nice once the cell reloads before you make your change permanent. Fyi, if you spawn something under the floor, you can just use TCL and fly down there, target it, then pull it back up with setpos z. And as for placing objects at another object, I am still very unclear as to how to do that. Everyone who has "explained" it in this thread has been incredibly vague. And ive tried doing the stuff theyve said but nothing works. Like when people were talking about how to line up walls. They were saying use "placeatme" but not "player.placeatme"? I dont get that. I tried it and nothing happened so idk wtf they are smoking. So if anyone can explain that procedure in a way that actually makes sense, then I can start using it. It sounds great, but no one has really expanded on it. Only briefly mentioned it here and there. Thanks for the post though. Not quite ready to put in lights, as im still rebuilding the basement from scratch basically. But once I finish I will refer back Link to comment Share on other sites More sharing options...
Overridea Posted December 11, 2011 Share Posted December 11, 2011 (edited) @adeadliersnalke I usually use an item I can grab by holding E when placing one object with another, or you can turn on TCL removing its ability to move and manually place it where you want using setpos angle ect. Say you choose a bowl for your target item, click it and get the RefID to appear on your console box. Normally to place objects you type "player.placeatme #" the trick here is only to write "placeatme #". This will choose the bowls x,y,z position and use its x,y,z angles instead of the players position and view angle. Well I reread your post and now I'm not sure this will help you, I can't determine if you are getting a RefID before you write placeatme # so ill post it anyway just in case sorry if its irrelevent. EDIT changed formID to RefID ...if thats still wrong i mean the in-game ID not the ID off the website.For clarification you need a RefID selected for "placeatme #" to work Edited December 12, 2011 by Overridea Link to comment Share on other sites More sharing options...
ADeadlierSnake Posted December 11, 2011 Share Posted December 11, 2011 @adeadliersnalke I usually use an item I can grab by holding E when placing one object with another, or you can turn on TCL removing its ability to move and manually place it where you want using setpos angle ect. Say you shoose a bowl for your target item, click it and get the FormID to appear on your console box. Normally to place objects you type "player.placeatme #" the trick here is only to write "placeatme #". This will choose the bowls x,y,z position and use its x,y,z angles instead of the players position and view angle. Well I reread your post and now I'm not sure this will help you, I can't determine if you are getting a formID before you write placeatme # so ill post it anyway just in case sorry if its irrelevent. Okay so im still not exactly sure why it matters if you target an item that you can grab. Unless you meant that it was optimal for placing light only. That description wasnt really any better than the others in this thread, but I managed to figure it out by playing around a bit. By TCL I think you meant the TAI command, and additionally, clicking on an item doesnt get you the FormID, its that other ID thats basically useless. So that part was a little confusing and in the end irrelevant. If im being an a**hole its cause im tired, so my apologies. But despite the confusion I got it, so thank you I guess. And I will run with the assumption that using an item you can grab was only applicable to placing light in the center of a room and whatnot Link to comment Share on other sites More sharing options...
BigRedWood Posted December 11, 2011 Share Posted December 11, 2011 You guys are the best! This is what I was able to do to the Solitude house: Link to comment Share on other sites More sharing options...
Azazelisme Posted December 11, 2011 Share Posted December 11, 2011 Mounted Head IDs: B2456 (Dragon Head) DD9E0 (Elk Male) CF264 (Snowy Elk) 3fA65 (Elk Antlers) DD9E1 (Elk Female) D928F, d928d (Sabre Cat) D9289, d9288 (Wolf) D9287 (Skeever) D9285 (Mudcrab) D8282, d9281, d927f (Bear) D927D (Horker) D9276 (Goat) 3858F (Slaughter Fish) My Steam Screenshots. Each Screenshot has the ID in the bottom of the Console. Every Item ID: Click Here. (the best decorating categories are on right.) \Correction, Bear is not D8282 its D9282 the other Bears are correct. Link to comment Share on other sites More sharing options...
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