rilax Posted May 15, 2012 Share Posted May 15, 2012 Hello my problem is that i want to spawn customly created NPC's which i made in the CK.One problem for some reason the first two number of the custom created NPC's are always different so for example you have xx000d62, the xx is always different.When i look in the ck with every mod enabled which i have enabled at the time i play with the mod i get an incorrect number.So is there any way or possibility that there might me some trick so that you can know these numbers and you can spawn the npc's?(sorry for my bad english) Link to comment Share on other sites More sharing options...
David Brasher Posted May 16, 2012 Share Posted May 16, 2012 (edited) The first two characters of the base ID number change according to the position of the mod in your load order. The numbers are in hexidecimal, so there can be letters as well as numbers in these first two digits. You used to be able to use Wrye Bash to look up the numbers for the position of your mod in the load order so that you could use console codes. But with the recent reforms and the way you can adjust load order in the launcher, I am not sure if this is still true. In a simple example, it would be like: First mod 01XXXXXXSecond mod 02XXXXXXThird mod 03XXXXXX But don't forget that Skyrim.esm and Update.esm take slots and use the first numbers. Edited May 16, 2012 by David Brasher Link to comment Share on other sites More sharing options...
gasti89 Posted May 16, 2012 Share Posted May 16, 2012 If you know the NPC's EdID (example AARilax) you can open console and type "help rilax" This will show all the records containing "rilax" in their EdID" Then you can see the current FormID and type the placeatme Link to comment Share on other sites More sharing options...
Recommended Posts