Am I going crazy?

Post » Mon Jun 18, 2012 1:56 am

Hey guys,

New to modding and I'm most interested in creating some new weapons for the game. Anyways, I followed the tutorial on the creation kit wiki for creating a new weapon. (apparently I can not add links since this is my first post)


Now, I got to the part in the game where you add the weapon you created. Which is the following console command:

player.EquipItem VorpalSword 1

Every time I type this in I get an error that the ObjectID does not exist.

So I thought, oh maybe I need to enter the numerical value of the object. In this case it is 01000D62

So I type in the following command.

player.Equipitem 01000D62 1

Same error. ObjectID doesn't exist.

I'm going crazy here. This is the first and probably easiest thing in the world to do and I already cant do it. My .esp is definitely saved and loaded when I start the game.

Just in case it wasn't I tried just loading up the original DaedricSword from the tutorial and it still doesn't work.

I was able to equip an Iron Sword by using the numerical value of the object.

The only difference I saw was that the Iron Sword had something like 132 in the "Count" figure in the object menu and mine had 0*.

Is this why I cant load this item? If anyone can help it would be appreciated.

Thanks.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Mon Jun 18, 2012 5:50 am

You need to increment the first two digits of that formID to match the position of your data file in your load order. It would only be 01 if it's loaded directly after Skyrim.esm (assuming Update.esm doesn't take up a slot if loaded passively - can anyone confirm or deny this?)

Cipscis
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Mon Jun 18, 2012 1:32 am

If it's in the game - type help "vorpal sword" 0, this will show you any instance of the phrase 'Vorpal Sword' in the game, if there's an item called Vorpal Sword, you will see it's name in quotation marks next to the RefID. Use that refID in your console code. This works for all items, vanilla or otherwise.
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Sun Jun 17, 2012 9:33 pm

You may want to try using player.additem instead.
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Sun Jun 17, 2012 11:23 pm

Actually, http://www.creationkit.com/EquipItem alone is enough in the Creation Kit.

I originally found out by mistake, but it makes for convenient shorthand when testing.

Cipscis
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Sun Jun 17, 2012 4:50 pm

Doing command help "item" 0 did the trick.

Cipscis was also correct that the first two digits of the objectid number was dictated by the load order. In this case the objectid was 051000d62 instead of 01 like I originally thought

Thanks everyone
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Mon Jun 18, 2012 4:51 am

If you are using the CK, why not just drop it somewhere in the game?
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Mon Jun 18, 2012 2:19 am

It's usually easier to just use the console for debugging, and adding in references for testing like that could end up, in some cases, with you leaving extra edits in your mod. I'd recommend sticking with the console for things like this, especially if you don't intend for your script to touch anything in any cell (as is usually the case for my stuff).

Cipscis
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm


Return to V - Skyrim