LazerGun4 Posted September 5, 2012 Share Posted September 5, 2012 I have a mod called "Klarre Forestheart", which adds a set of light armor, a sabre, a dagger, a bow, arrows, and a cape to the game. I lost the sabre (named "Forestheart Branch") to a glitch (it fell through the game world to the bottom of the cell) and I can't get it back. I can't "player.additem" to my inventory for some reason, even though I already found the formID in TESCS. I tried "tcl" to go to the bottom of the cell, but the sabre disappears when I'm down there, even though the yellow exclamation bubble appears when I try removing the mesh to find the sabre. I tried adding another copy of it to the NPC who initially sells it, but the .esp I made crashed the game on loading. Any suggestions? Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted September 5, 2012 Share Posted September 5, 2012 You could of course disable the plugin, save without it, and start the mod over again, but if it involved a rather complex questline or anything, this progress will be lost. "additem" via console likely doesn't work as your giving the wrong FormID. The hexadecimal number consists of 8 digits, while the first 2 are dependant on the plugin's place in your load order. This value is called "mod index" in Wrye Bash and can be read up also in other mod managers. If you read this up in the CS, it's usually 02 or something, as this is the place of the plugin within the opened files, Oblivion.ESM (01), name-of-plugin.ESP (02). That's why the first 2 digits from within the CS are always useless for when in the game. If you remove the mesh, i.e. you get a Missing Mesh sign, then it also has no collision boundary, and as such can't be picked up.Perhaps that's the cause for why it fell through the ground to begin with? The original mesh itself had no collision boundary? It will just keep falling and falling now once dropped. If you changed the plugin itself to add another item to the selling NPC, I don't know why it's crashing now. But if you created a new plugin with the old one as master and edited the NPC from the other one in it, this will only work under certain circumstances. The normal CS does not support ESPs as masters and as such you need to ESMify the ESP you want to edit by your new plugin first before loading it in the CS and ESPify it back before starting the game. Then you can use it like a real masterfile and all and its relation to your new plugin will stay intact when saving. Otherwise it's lost on save, that's likely why it's crashing. Or just use CSE, the Construction Set Extender, as this one allows for ESP mastering in the CS natively. Link to comment Share on other sites More sharing options...
LazerGun4 Posted September 6, 2012 Author Share Posted September 6, 2012 I tried disabling the .esp, since there's no quest to obtain the item, but, again, the game crashed on start-up. As for the "mod index", if I read it on Wrye Bash, would I be able to use those first two numbers to replace the first two that I was using prior? If that doesn't work, would loading up all of my other plugins along with the plugin that I lost the item from work? I mean I could put in all of my other plugins in order before the .esp that I lost the item from and then put the mod last, which is where I would put it in my real load order (last). Would the first two numbers of the FormID line up then and work with the "additem" command? Because I'm cautious with existing mods (don't want to accidentally make a game-breaker and then spend more time fixing it then I did making it). And I really appreciate the help! Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted September 6, 2012 Share Posted September 6, 2012 Yes, with the first 2 digits replaced by the mod index from Wrye Bash an additem call should work. Make sure you use the hexadecimal number though, as it could be given in decimal form instead. I'm rather clueless why your game crashes when you disable a plugin, but maybe it's because you're wearing/using something from this mod at the moment or something. I'd rather not load "all" plugins into the CS at once. It'll rather crash and you still can't be sure the FormID returned then really is the one the game's waiting for. Link to comment Share on other sites More sharing options...
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