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Newly created ck items


cscottydont

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So I've been messing around with trying to add items to inventories via scripts.

I cobbled together (with much headscratching) a basic script and stuck it on the wiki tutorial's WETempActivator and managed to get my simple crappy useless ring to add to the players inventory (which is a copy of a random ring with the enchantment removed).

 

For some reason, I cannot add it via console command in game (using either the editorID or the formID). I get some error message about there being no such item.

So, using the ck I stuck an empty chest in my test cell, dumped a copy of the ring in there. It shows up fine when I look at the chests inventory screen, but if I use ShowInventory on it I get this...

 

http://i.imgur.com/DDKEv.jpg

 

 

Then, if I add more rings to the chests inventory I get this

 

http://i.imgur.com/JVqIu.jpg

 

 

The editor ID listed there is not the one listed when I'm looking at my mod in the ck.

ShowInventory lists the ID as: 02000D6C

ck lists the ID as: 01000D6C

 

 

So, my questions are as follows:

1.wtf?

2.What does "BAD EDITOR ID" mean?

3.Why can't I add my item via console command?

Edited by cscottydont
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The first two characters of a base ID number change depending on position of the mod the item resides in in your load order. So your number is kind of like XX 000D6C. When you load your mod with the ring in the CK and don't load any other mods, it would be 01 000D6C. (Skyrim.esm is in line before it taking the 00 000D6C position.) So in order to get your ring using a console code, you have to know what position the mod holds in your load order. If you had nine files, and it was the last one, then it would probably be 09 000D6C. But you might have to experiment a bit and try all sorts of numbers. Edited by David Brasher
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