ElioraArin Posted December 14, 2016 Share Posted December 14, 2016 I know how to change an item that has been placed in the world into something else, but I need to change the actual form of an ingredient into a food so that any existing or future instances of it will be a food instead of an ingredient. I am not attempting to do this with a vanilla ingredient but with some ingredients added by a mod that I am updating, & as it's an update I don't want to simply delete them & create a new form. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 14, 2016 Share Posted December 14, 2016 You can give it the VendorItemFood keyword and it will show up in merchants that sell food, but it will still technically be an alchemy ingredient. This is how Chicken's Egg is dealt with in the game. It is an ingredient that is also a food item. But if you want the item to be an actual food instead of an ingredient, you'll have to replace it with a completely new item. This is because they use completely different record types. You *might* be able to use xEdit to replace the ingredient item with your food item by assigning the food item the ingredient item's ID number (after having deleted the ingredient item). This *might* cause the game to change all instances into food rather than ingredient. But it might also cause the game to crash. I wouldn't know. I've never tried except with objects of the same type. Link to comment Share on other sites More sharing options...
ElioraArin Posted December 15, 2016 Author Share Posted December 15, 2016 (edited) Brilliant! Thank you so much for the advice - I will see how I go in TES5Edit. Edited December 15, 2016 by ElioraArin Link to comment Share on other sites More sharing options...
NexusComa Posted December 15, 2016 Share Posted December 15, 2016 I'd just grab a food item drop it into the cell ... double click - edit, change the name and mesh then yes to create new item.ezpz ... Link to comment Share on other sites More sharing options...
ElioraArin Posted December 15, 2016 Author Share Posted December 15, 2016 Unfortunately TES5Edit didn't work for me. Thanks NexusComa, but I need to change an existing ingredient into a food item - it's not because I need the mesh but because I am updating a mod & I want instances of previously added ingredients in already existing saves to become a food after the update. If I can't find a way I guess I will have to deactivate the ingredients from plants, recipes & levelled lists then replace them with new foods - but without actually deleting the ingredient so that there is no missing content. I really don't want new alchemy ingredients in the mod, only foods, so I want to get rid of the ones that it already adds without creating potential issues. Link to comment Share on other sites More sharing options...
NexusComa Posted December 15, 2016 Share Posted December 15, 2016 When working with an old save you run into the problem that the old mod is now part of that save.Changing anything will result in strange outcomes. For all you know you got it and it's just not gonna showunless it's a fresh game. I'm afraid when it comes to old saves they are kinda locked in stone.This is why you always mod coming back to save that never had the mod in it in the 1st place.A master starting point if you will ... so your mod is being added for the 1st time every time you test. Link to comment Share on other sites More sharing options...
testiger2 Posted December 26, 2016 Share Posted December 26, 2016 well if you don't mind a little papyrus you could add a script to the old ingredient that you want to replace so that whenever the player picks it up it will be replaced by your new food iitem. the old item remains thereby untouched and you only have to create a duplicate item unter the food section. this could look similar to this Scriptname XXXenterscriptnameXXX extends ObjectReference ingredient property ingredientname autofood property foodname autoEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if (akNewContainer == Game.GetPlayer()) ; player picks up item int i = Game.GetPlayer().GetItemCount(Ingredientname) ; get number of old items in inventory Game.GetPlayer().RemoveItem(ingredientname, i, true) Game.GetPlayer().Additem(foodname, i, true) endifEndEvent Note: the wiki states that depending on wether you pick up stacks of items the event may or may not be called correctly. you will have to test this out a little ingame Link to comment Share on other sites More sharing options...
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