The ID identifier "FF" (decimal equivalent: 255) is assigned by the game engine for created objects and is reserved for them in the entire game.Įach loaded add-on occupies one place in the load list. The base game module, for example "Skyrim.esm", is always loaded first and the ID starts with "00" accordingly. You have to use a utility like 圎dit to find out to which position a module was loaded. The first two digits of a hexadecimal ID identifier correspond to the load order. The load order of modules (ESMs and ESPs) affects the ID identifier of the modules and thus the shape IDs of all objects from that module. It does not appear in the game, but is used in scripts. It serves as a more readable identifier and often resembles the names of the NPCs or items it is associated with. This text identifier works similarly to a base ID in that it remains unchanged for all references to that object. This applies to dynamically generated items, such as loot from containers, goods from merchants, crafted items, objects created with console commands, or random encounters.Īn Editor ID is another identifier used to reference objects, but is not limited to 8 characters and the hexadecimal character set.
This ID is used to manipulate existing objects with commands such as kill, moveto, or disable.Īny object not created by predefined scripts in the original game or in mods will have a reference ID starting with "FF" to indicate that this element is based on an object from this game. It is generated by the game engine when the object is created and refers exactly to this newly created object. While the Base ID is the unique identifier for the template of an object, the Ref ID is the unique ID of a copy created from it. Within the game you can get the Base ID using the console command help. The Base ID can be found in the "Form-ID" column (between "Editor ID" and "Count"). To do this, open a game file (*.ESM or *.ESP file) of the game in the editor and select the appropriate category. The Base ID can be found out using the Creation Kit. This ID is used in scripts or with the console as well as commands that create new copies of this object, like additem or placeatme. Leading zeros are optional and may be omitted.īase ID is in the game the identifier of the template for an object. This method is less accurate than the first and I would recommend using only the first method for now.Form IDs are identifiers consisting of 8-digit hexadecimal numbers, e.g. The second method is to drag the object from the Object Window as before, but drag it on top of the original object.You can then drag it and click it easily into place next to the first wall.
The second object is on top of the first. Another object will appear in the Cell View. The two methods to add objects so that they are lined up is: It will drive you crazy and you will waste a lot of time and energy lining things up. So my advice to you is to never add objects like this. You could move the pieces so that they are together, but believe me, that is frustrating and very time-consuming. The two walls are in totally different positions. Objects dragged into the Render Window in the Skyrim Creation Kit will often need significant amounts of manipulation to connect together. This will also list all the objects that you have added to your mods on the right-hand side.
This lists all the cells in Skyrim as well as any that you create for your mods. You can move around inside the window and also zoom in and out (we will cover this in more detail shortly).
The Render Window renders your mod so that you can see how it will look in-game.You will use this window a lot while creating mods. You can see that the left-hand tree has all of the categories of objects and the right-hand panel has the objects that are stored in a category. The Object Window is where all the objects that you can add to mods are stored.The majority of these buttons are not needed for a beginner, so we will largely leave these alone at the moment. The first is the Creation Kit itself, which has the menus and a number of buttons.
Welcome to the Skyrim Creation Kit, a tool to create wonderful and exciting mods for Skyrim.Īs you can see, it is made up of a number of separate windows called views.