domenic1407 Posted May 16, 2020 Share Posted May 16, 2020 (edited) Hello my dear skyrim modding fellows! So... i did create a new and fancy robe. The only way i can get her so far is by using the console commands. After some thinking i decided that i want you to get the robe after you return to helgen and kill the bandits. So... it shall be the BanditLootBox. Now my quastion is... how do i add the item properly so that it will only appear in this chest ? i want this robe to appear only 1 time so she can be unique I did play around with the cell viewer and found ,,HelgenKeep01'' i assume this is the right cell. I did also find the chest ,,TreasBanditChestBoss [0002064F]. maybe im wrong.. but i mean that i did read that those treasures do get reused and the content gets generated depending on the players level. So my guess is that simply editing this chest and adding my robe wont be it, right ? Edited May 16, 2020 by domenic1407 Link to comment Share on other sites More sharing options...
Shadeybladey Posted May 17, 2020 Share Posted May 17, 2020 Any container that re-spawns can be very problematic for placed items, whether barrels, chests, cupboards, chests of drawers, wardrobes or similar furniture. It's probably best not to mess with existing chests, but add your own, non-re-spawning versions with a unique ID or Reference code (I have not made any mods for a long time, hopefully someone else can chip in). The containers should be unique items because if you just add the robe to, say, an existing barrel, you could affect every barrel in the game that uses that ID code. What I have done to get clues, quest starters, letters, books, spell tomes and items from my mods into the game is: place a letter under an iron ingot at a blacksmith, reading it starts a quest; create dead NPCs to be stumbled across in the wilderness, with quest clues, spell books, special weapons on them; add a dead skeleton with a journal in his inventory; create a quest "Boss" monster in a place that normally does not have any monsters for quite some distance, you kill the creature and find the items on his corpse; add non-spawning, non-level dependent containers of my own: barrels, chests, dwemer boxes, cash lock boxes and so on.I assume you want the robe to be found as a prize for clearing out the bandits, with a more natural, role-play sort of feel, so it's part of the game? Bandits might have a few mages or necromancers with them, so I suppose one of those could be the former owner of the robe. You could just place the robe on a table in an office, or the Bandit leader's or the mage's study. (Sometimes they can fall through the surface, which is why I put a letter under an iron brick!) Create an NPC Necromancer of the Bandit faction and place him in there, and hope he doesn't start a fight. I have recipe books for Alchemy recipes in the cellar of Anise's Cabin, and sometime if I don't go there until higher level, she's been killed by a wandering Spriggan. And the Boss for Mithril smithing is a wraith, and sometime he has killed all the Dwemer Centurions, or they have killed him! You could have a dead NPC Mage on the floor in a side room who is wearing the robe. And, probably the safest, you could just add a copy of a normal chest in the "Boss Room", as a unique item, change the Form ID or Reference ID so it is the only instance of that particular container in the game (Note: I forget which, as it's been 6 years, but there is a detailed Wiki with lots of stuff on modding and anyone reading this who knows better will say so)Then, when you clear the place out and loot everything, Oh Boy! A nice new Mage robe! It is very satisfying to get something to work and can be a little addictive. I have lots of mods I have never released, and a few I have, but I started with weapon stats for weapons made of new materials.Then I made weapon meshes and textures by copying existing ones and re-coloured them.Then I made recipes for making the metals and forging the weapons.Than I added letters, books, clues, monsters etc and finally reading the certain letters started the quests.And I did the same for my Druid spells. So instead of just conjuring my weapons and spell books with a console code, I went on several quests and found the books and learned how to craft the weapons. I even had to get my Alchemy, Smithing and Enchanting skills to the right level to unlock the recipes. The mods are hidden atm. :smile: ~ Link to comment Share on other sites More sharing options...
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