player.addspell not working

Post » Sat May 28, 2011 6:31 pm

Hi,

Im trying to test some spells im making in TESC but when I load the game to test the the player.addspell counsel command isnt working. i know i am typing in the right form ID but it still says it isnt valid. Anyone have any ideas about whats wrong or how I can get around it?

thanks
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Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Sat May 28, 2011 7:20 am

Hi,

Im trying to test some spells im making in TESC but when I load the game to test the the player.addspell counsel command isnt working. i know i am typing in the right form ID but it still says it isnt valid. Anyone have any ideas about whats wrong or how I can get around it?

thanks

The first two digits of the formID depend on your load order. For the plugin that loads first after Oblivion.esm, the first two digits will be 01. For the next plugin, the digits will be 02. The increase is hexadecimal, so after 09 it would be 0A, 0B etc. The easiest way (that I know of) to find the correct starting digits is to use http://tesnexus.com/downloads/file.php?id=11536. With it, you can see what the first two digits in each mod will be. http://a.imageshack.us/img30/4119/tes4editformidview.jpg <-- Digits highlighted in yellow.
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LADONA
 
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Joined: Wed Aug 15, 2007 3:52 am

Post » Sat May 28, 2011 8:06 am

Hi,

Im trying to test some spells im making in TESC but when I load the game to test the the player.addspell counsel command isnt working. i know i am typing in the right form ID but it still says it isnt valid. Anyone have any ideas about whats wrong or how I can get around it?

thanks

Most likely what you think is the correct form id, isn't. When you load it up in the CS, it will be 01XXXXXX.
But when you load your mod up in the game, unless your mod is the only one loaded, whatever position will change the first two cahracters.
You can use Wrye Bash or TES4Edit to find out the mod index. Whatever it is, that's what you type in the console - YYXXXXXX.
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Russell Davies
 
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Post » Sat May 28, 2011 6:34 pm

Ahhhh gotcha, I am missing the first 2 digits. Thanks for the help
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Theodore Walling
 
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Joined: Sat Jun 02, 2007 12:48 pm

Post » Sat May 28, 2011 10:03 am

It might be more straightforward to use a debugging script in the mod itself to add the spell to the PC. Then you don't have to use the formID, you can use the name of the spell from the CS.
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Julie Serebrekoff
 
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Joined: Sun Dec 24, 2006 4:41 am


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