justinrpg Posted February 23, 2019 Share Posted February 23, 2019 If this more belongs in Mod discussion, feel free to move it there. How can I got about making or summoning a Flame Atronach in one of my houses I purchased, and have her stay there permanently (even after I leave) and will not attack me when I am there? Is there a console command or mod that enables me to do this? I do not want to just spawn a Flame Atronach using the console because I am pretty sure it will attack me. I cannot just use a spell because not only is that not permanent, she also follows me where I go. I want her to stay (like if she is my pet or something). Is there any way to do this? Link to comment Share on other sites More sharing options...
Striker879 Posted February 23, 2019 Share Posted February 23, 2019 Not a simple way, but it is doable. Use SPAWN to make all player owned cells have a really long time before the cell resets. Use the console to placeatme 1e5ef (you will need to have a refID already displayed at the top of the screen ... either the player refID or something in the cell you want the Flame Atronach be be in). After you hit Enter close the console and immediately open it again after you see the Atronach spawned. Click on the Atronach and type stopcombat Enter and then getav aggression and hit Enter. The console will display the Atronach's aggression (likely 100) ... next modav aggression -99 (if the original aggression was 100 ... otherwise one less than what getav aggression returned). Close the console and say Hi to your new pet. Make certain you return to the house before the time you set in SPAWN for player owned cells, or just give yourself another the same way with the console. Link to comment Share on other sites More sharing options...
justinrpg Posted February 23, 2019 Author Share Posted February 23, 2019 (edited) Not a simple way, but it is doable. Use SPAWN to make all player owned cells have a really long time before the cell resets. Use the console to placeatme 1e5ef (you will need to have a refID already displayed at the top of the screen ... either the player refID or something in the cell you want the Flame Atronach be be in). After you hit Enter close the console and immediately open it again after you see the Atronach spawned. Click on the Atronach and type stopcombat Enter and then getav aggression and hit Enter. The console will display the Atronach's aggression (likely 100) ... next modav aggression -99 (if the original aggression was 100 ... otherwise one less than what getav aggression returned). Close the console and say Hi to your new pet. Make certain you return to the house before the time you set in SPAWN for player owned cells, or just give yourself another the same way with the console. Please explain that in simpler terms. Why do I need a refID? What is a player owned cell? What does returning to the house do? You did not tell me to do anything once I returned unless I am too late. Can you be sure that she will not leave the house? Edited February 23, 2019 by justinrpg Link to comment Share on other sites More sharing options...
Striker879 Posted February 24, 2019 Share Posted February 24, 2019 (edited) A referenceID (refID) is the numerical value that the game assigns something when it first appears in the game (for those items that come from levelled lists like your Flame Atronach) or when an item is placed into the game world via Oblivion.esm or an ESP using the Construction Set. All items have a base object (formID also known as baseID) but until they are assigned a refID you won't see them anywhere in the game world. Items that come from a levelled list can be identified by clicking on the item with the game console open and reading the refID at the top of the page. Levelled list items will begin with the letters FF, items added by Oblivion.esm will begin with 00 and mod added items will begin with the mod index number (which is derived from that particular mod's load order) ... e.g. items added by a mod that is fourth down your load order will begin with 04. All cells in the game have a field in their record that assigns who is the owner of that cell. Many cells have "None" as the owner (including many mod added player houses by the way). A cell can also be assigned to a particular NPC (such as the player or any NPC added by Oblivion.esm or a mod's ESP as long as that character is not from a levelled list) or to a faction (such as Fighters Guild or Mages Guild). One of the criteria that SPAWN can use to control how often a particular cell resets is whether or not it is a player owned cell. Examine SPAWN.ini for a complete list of cell parameters available to vary cell reset behaviour. By the way ... 1e5ef is the baseID for the regular (non-summoned) version of the Flame Atronach. You "placeatme" a base object, which creates a refID object in the game world, located next to whatever refID happens to be currently active and displayed at the top of the console screen. You can choose the player him/her self (which will be refID 00000014) or any other item nearby (handy for people like me who play in first person exclusively ... though I can also just use the console command "prid 14" to get the player ref active, note that leading zeros are needed providing the first two digits are 00). Simple characters like bandits, marauders, creatures etc do not have AI packages that allow them to move freely from interiors to exteriors when not in combat ... your pet Flame Atronach will be there when you come back unless you stay away too long and the cell resets. If it does reset just give yourself another using the console, same way as the first time. If you don't use SPAWN and set up a long time between cell resets for player owned cells you'll be doing that any time you stay away for more than 72 hours. - Edit - You could also try consoling one of the summoned variety of Flame Atronach ... baseID c8bc9 ... that will likey make all the "modav aggression" stuff unnecessary, though I'm not 100% certian I think giving yourself one via the console should avoid the "how long they last" problem that using the vanilla spells to get one have. The summoned variety will still be subject to the constraints imposed by the cell reset though. Edited February 24, 2019 by Striker879 Link to comment Share on other sites More sharing options...
justinrpg Posted February 24, 2019 Author Share Posted February 24, 2019 (edited) Is that 72 hours real time or in game time? And what line do I look for in the spawn.ini to change the number of hours for the Flame Atronach? Edited February 24, 2019 by justinrpg Link to comment Share on other sites More sharing options...
Striker879 Posted February 24, 2019 Share Posted February 24, 2019 72 hours in-game ... three days. Link to comment Share on other sites More sharing options...
Striker879 Posted February 24, 2019 Share Posted February 24, 2019 My own SPAWN.ini section for player owned cells ... Set zzSpawnVarsQ.sPlayerOwnedMin to 4320 ; Player Owned cells. Overrides all of the aboveSet zzSpawnVarsQ.sPlayerOwnedMax to 6480Set zzSpawnVarsQ.sPlayerOwnedPVIncrement to 0 So the minimum time between cell reset is 4320 hours (180 days) and maximum is 6480 (270 days). I like a bit of unpredictability ... SPAWN will set any particular player owned cell to use values between those for that particular cell. The last line forces the game to use vanilla behaviour for cell reset ... so with it set to zero the counter starts back to zero when the player leaves the cell, so I once again have between 180 and 270 days before the cell resets. The default for SPAWN changes that to a method that shadeMe developed for SPAWN (how many hours to advance the counter each time a cell is revisited ... so the counter is not reset but advanced by a certain amount set in SPAWN.ini). Link to comment Share on other sites More sharing options...
justinrpg Posted February 24, 2019 Author Share Posted February 24, 2019 My own SPAWN.ini section for player owned cells ... Set zzSpawnVarsQ.sPlayerOwnedMin to 4320 ; Player Owned cells. Overrides all of the aboveSet zzSpawnVarsQ.sPlayerOwnedMax to 6480Set zzSpawnVarsQ.sPlayerOwnedPVIncrement to 0 So the minimum time between cell reset is 4320 hours (180 days) and maximum is 6480 (270 days). I like a bit of unpredictability ... SPAWN will set any particular player owned cell to use values between those for that particular cell. The last line forces the game to use vanilla behaviour for cell reset ... so with it set to zero the counter starts back to zero when the player leaves the cell, so I once again have between 180 and 270 days before the cell resets. The default for SPAWN changes that to a method that shadeMe developed for SPAWN (how many hours to advance the counter each time a cell is revisited ... so the counter is not reset but advanced by a certain amount set in SPAWN.ini). Is there a limit? I put the max as 9999999. That will not cause problems will it? Link to comment Share on other sites More sharing options...
Striker879 Posted February 24, 2019 Share Posted February 24, 2019 I can't say for certain, but I would think so (shadeMe would know, but I've never asked). All numerical values are either a floating point value or integer and the type results in a maximum value the game can use. I personally only know enough about it to get into trouble ... not get out of trouble ... when trying to answer such questions. Link to comment Share on other sites More sharing options...
justinrpg Posted February 24, 2019 Author Share Posted February 24, 2019 FYI, the c8bc9 version is definitely limited but it is attacking me Link to comment Share on other sites More sharing options...
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