Skyrim Creation Kit Add Item To Player Inventory



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That way, the player can pick up and place the container without risk of losing items, and the player can place many containers which will all access the same centralized storage. Getting Started To start, open the Creation Kit with both Campfire and the Campfire Dev Kit installed. Remove all items from a character's inventory. E.g., player.removeallitems will remove all items from your character's inventory or 'removeallitems for remove all items of particular character. Optionally, after the command, enter the reference ID of an actor or container to transfer all the items in question into the.

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Creation Kit Usage may seem overwhelmingly complicated at first, and while it may take a while to completely understand, it is much easier if you have a guide to aid you. This page contains tips on using the tool along with explanations of multiple commonly used aspects. This is not a comprehensive page on modding; check out the Creation Kit wiki for more help with that. If you are looking for data from the Creation Kit but do not know how to or cannot use it, you may put in a request on this page.

  • 3Cell View
  • 4Object Window

Getting Started[edit]

The Creation Kit tutorials offer a host of various tips, tricks and guides on how to get the most out of Bethesda's modding software. In today's tutorial; Ho. $begingroup$ To make this a bit more balanced, you could require the player to put soul gems into the soul wallet. Anyway, for the inventory in inventory: create a new interior cell in creation kit, place a container inside. Upon using the soul wallet, call the function which opens a container on the container in your cell (by id of that container).

You may find the Creation Kit (CK) by heading to your Steam Library, clicking on 'All Games' next to the search bar, and selecting 'Tools'. It is a free download for Skyrim PC players.

Once the CK is open, click 'File' at the top and select 'Data...'. A list of files will appear. Double-click on the ones you wish to load. .esm files are master files; all mods are dependent on them. .esp files are plugin files; these are mods which cannot be loaded on their own. The only .esm files you should see are Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfire.esm, and Dragonborn.esm, depending on which ones you own. The latter four are all dependent on Skyrim.esm and the final three are also dependent on Update.esm (which holds patch content), but they are not dependent on each other.

If you would like to edit a preexisting mod file, double-click to add it to the load list and, keeping it selected (so that it appears as a blue bar), click 'Set as Active File'. This means that any changes you make in the CK may be saved to this file. If you do not select an active file, then any changes you make may be saved as a new .esp file. It is strongly advised NOT to edit the .esm files.

Some items in the CK may have their IDs preceded by DLC01, DLC02, or BYOH. These denote Dawnguard, Dragonborn, and Hearthfire content, respectively.

You may save at any time when the CK is open. An asterisk means that a certain object has been changed; an asterisk at the top of the screen (Creation Kit*) means that something has been changed since you opened the data files. If you attempt to close the CK without saving, it will give you a warning about saving your changes.

When loading files, cells, and a few other things, you may be given a warning about certain objects not loading correctly. This is normal and you may ignore the warnings in most cases.

UI[edit]

At the top of the main Creation Kit window is a list of functions under which the main points are illustrated.

  • File
    • Data... allows you to select files to load and to set as the active file (the file in which your edits will be saved). If there is no active file, then on exiting the CK you will be prompted to save your changes as a new file.
  • Edit
    • Find Text lets you search the entire CK for a term, including a Ref ID, which is very useful for finding a particular use of an object.
  • View
    • You may select which toolbars/items to show in the UI and certain items to show or hide in the Render window, such as trees and lights.
  • World
    • You may edit the properties of world spaces, regions, and cells. You may also create local maps, which will export a grey map of the selected area to your SkyrimDataTexturesMapsSkyrim folder.
  • NavMesh
    • You may use this to set a path to tell actors where they can walk and navigate.
  • Character
    • Actor Values allows you to edit base values that are applied to all actors.
  • Gameplay
  • Help

Cell View[edit]

Cell view

In the cell view, the first important section is the World Space drop-down list. Most of them have recognizable names, such as Blackreach or DLC2SolstheimWorld. Each world space only involves the outside world. Interiors, on the other hand, contains all inside locations, such as houses and castles.

Once you have selected a world space to look at (using Interiors as an example here), you will see a list of cells in the left section of the window. They are automatically sorted alphabetically by 'EditorID', a unique name given to every object in the game to make data sorting easier. By clicking on 'FormID' or 'Name' at the top of the list, you may sort alphabetically by those values instead. 'FormID' is a unique number given to each item and 'Name' is what you see in-game. Most names are similar to the editorIDs, but sometimes it is easier to sort by name.

The first two cells in the list, AAADeleteWhenDoneTestJeremy (or TestTony) and aaaMarkers (or Marker Storage Unit), are test cells. You do not need to worry about them; you won't see them in the game unless you access them via the console.

Decide on a cell from the list that you want to use. Left-click on it once. (For a guided example, use AnisesCabin01, which uses the name Cellar.) You will see on the right half of the Cell View window a list of items, again sorted by editorID, but also sortable by formID, type, ownership, lock level, loc ref type, persist location, initially disabled, or leveleditem; you may not sort by the item's name. You may also search through these items by typing something into the search bar above the objects, beneath the words saying [Cell editorID] Objects (such as AnisesCabin01 Objects). Most interior cells will contain a book of some sort; type 'book' into the search bar and see what items come up. There should be four of them in this example cell.

If you double-click on AnisesCabin01 on the left side of the window, then the Render window, which starts out with a gray background, will load the cell for you to view. If you double-click on an item in the left side of the Cell View window, the cell will also load in the Render window, but centered on that object. You may receive a warning about an object being unable to load; select 'Yes to all' to ignore the warnings, as they should not affect anything.

Render[edit]

Render window

You must select the Render window to use it. Here is a quick list of controls:

  • Delete object: Right-click on an item and select 'Delete'. Alternatively, left-click to select it and then hit the 'Delete' key on your keyboard.
  • Move object: Left-click on an item to select it and then left-click and hold while moving the mouse to drag it around the cell.
  • Move view: To move around the entire cell in the window, click and hold the scroll wheel and move the mouse around.
  • Rotate view: To rotate your view of the cell in the window, hold the shift key and move the mouse around.
  • Select: To select an item, left-click it once.
    • To select multiple items, left-click and drag your mouse to encompass all the items you want to select.
  • Zoom: Use the scroll wheel on your mouse.

If you open AnisesCabin01 and zoom out, you will notice a large red square on your screen. If you are just looking at the cell or otherwise do not mind altering it, you may select this red square and delete it to make the cell more easily visible. No changes will be saved unless you save them yourself.

Objects inside cells[edit]

Most objects, such as books or alchemy tables, appear as they would in the game. However, a number of objects appear as bright colors.

  • Blue arrows mark where certain texture objects are placed, such as puddles or Shadowmarks.
  • Gray shapes indicate where fog or wind is placed.
  • Gray lightbulbs are light sources.
  • Green shapes exist around certain static objects. In the example cell, the three green shapes are around cobwebs.
  • Red items are triggers. These are used to start or progress quests or events.
  • Orange items are leveled or random items. For example, of the potions in the example cell, both named DummyPotion, one will be a leveled Fortify Enchanting potion and the other a leveled poison, as indicated in their references.
  • Orange and blue objects are activators. This means that either you or an NPC may perform an action here. Activators are usually automatically attached to certain items, such as arcane enchanters (allowing you to enchant objects), ore veins (allowing you to mine ore), and wood blocks (allowing you to chop wood). In exterior cells, there are usually a number of tiny ones lying about that allow bugs to land on plants or the ground.
  • White shapes indicate a sound effect.
  • Yellow objects are door markers. They indicate a transition to a new area and are always connected to a second one in a separate cell. These objects appear as rectangular prisms with a darker yellow pyramid attached near the top.
  • Yellow arrows are north markers. They point towards whichever direction will be marked north on the in-game compass.

References[edit]

Reference window

When you double-click on an object in the cell in the Render window, you will see a reference window pop up. Not every object's reference window will have the same tabs or information. At the top is a space for a Reference Editor ID, which is a unique name you may give to that unique object in the Creation Kit. For example, you could name a potion AnisesCabinPotion1. It does not alter the object in any way and only makes it easier to find. Beneath that bar is a space named Base Object. You may click on the 'Edit Base' button to view the basic item's information. Beneath that is Encounter Zone.(?)

Beneath these bars are various tabs, each with unique functions:

  • 3D Data lists the XYZ dimensions of the item. Altering this or altering the scale can make an item larger or smaller.
  • Ownership notes whether the item is owned by an NPC or a faction. Many of these factions are not joinable by the player. If the item is owned by a faction, it may have a rank that it is owned by. If it is owned by an NPC or faction and you are not at the correct rank in the faction or friends with the NPC, then taking the item will be considered theft.
  • Extra has a list of somewhat unrelated values. These include how many objects are in that spot (usually 1), how much health a person may have, the charge on an enchanted object, the soul inside a soul gem, and a few other values.
  • Spawn Container(?)
  • Leveled Item shows whether or not an object is leveled apart from its Base Object. The Leveled Item Base Object is a list containing various items that change based on your level. Usually you can tell what it is from the editorID it displays. For the potions in AnisesCabin01, one uses LItemPotionFortifyEnchanting while the other uses LItemPoisonAll.
  • Linked Ref and Linked From indicate whether an object is connected to another in some way.
  • Activate Parents {{{huh}}}
  • Enable Parent: A reference having an enable parent is only enabled while the parent is, if the 'Set Enable State to Opposite of Parent' checkbox isn't selected. If it is, the reference is only enabled while the parent isn't enabled.
  • Emittance allows an object to emit light, which may vary based on whether the object is inside or outside.
  • MultiBound
  • Location Ref Type
  • Scripts can give the object a certain script, which can alter it in any way possible based on what commands are in the script.

There are also a number of checkboxes beneath these tabs. The most important of these are 'Initially Disabled' (which will disable an object until a script or quest enables it), 'Respawns' (which will respawn the object after a certain amount of time), and 'Starts Dead' (which will spawn an NPC as a corpse).

Object Window[edit]

The Object Window has a Filter bar at the top left; this is essentially a search bar. It will only search for editorID and formID and will not search for a name. To search through or see all objects, select *All from the bottom of the left-hand list.

Actors[edit]

Actor window

Explain all tabs. Also add relationships, races, voicetypes, factions, etc. under 'character' section.

The first section of the Object Window is Actors. If you expand this, there will also be Actor, Actor Action, BodyPartData, LeveledCharacter, Perk, and TalkingActivator.

Under the Actor subsection, there will be a list of all NPCs in the game. This includes creatures among the regular people you communicate with in the game. To view an NPC's information, double-click on the name.

On the left side of the Actor window will be a number of checkboxes determining certain aspects the actor has. Is Chargen Face Preset determines whether or not the actor's face is selectable as a preset when creating your character. Essential will make the actor unkillable. Protected will make the actor unkillable by anyone except for you. Invulnerable will make them immune to all damage and effects. Simple actor(?). Respawn, Unique, Summonable, Is Ghost, Doesnt [sic]Bleed, and Doesn't affect stealth meter do as they say. There is also a box that shows what scripts apply to the actor. At the bottom left is template data. The template is an NPC from which the selected actor takes certain aspects. If there is a template used, you may select which aspects are used by clicking on Use Traits, Use Stats, etc.

There are various tabs at the top of the Actor window with lots of information about the NPC:

Traits

Most of this section is self-explanatory. Each actor has a race; there are lots of possible races to choose from. FoxRace is a placeholder race. There is also a checkbox to mark if the actor should be female instead of defaulting to male. Height is typically 1.0000; weight has little effect on the game. Skin alters a character's appearance without giving them the items that would normally make up such an appearance. Voicetype is simply the voice that an actor has, which will also limit the lines they can say. Disposition is their base disposition towards you. Death Item is an object that will be spawned on the corpse of the NPC at death and thus cannot be pickpocketed.

Stats

Leveling Data determines whether or not the actor is leveled and, if so, by what amount. A leveled actor's level scales with the player's. If there is a leveled multiplier, then stats for the actor are automatically calculated. To alter these stats, you may add a positive or negative value to the Health/Magicka/Stamina Offset sections. You may also select the actor's class and manually alter the points they have in all their skills.

Factions

This contains a list of factions that the NPC is in and their ranks in those factions.

Relationships

This shows the relationships that the actor has with other NPCs. These can be family, friend, or enemy relationships, and affect certain quests such as this one. Note that not all relationship values are actually correct concerning in-game occurrences; some NPCs may be listed as siblings or parents when they are in fact unrelated, for example.

Keywords

This is a list of keywords applying to the NPC. They are used to determine a number of things; for example, the ActorTypeUndead keyword will make an NPC be treated as an undead being, involving weapon effectiveness against the actor and whether they can be seen via Detect Life or Detect Dead.

AI Data

These values determine what sorts of crimes the NPC will report and how they will behave in combat. Aggro radius behavior determines how close an enemy needs to be before the actor warns them (usually by drawing a weapon and watching the enemy), attacks them, or does either one. Gift Filter(?).

AI Packages

AI Packages are an actor's daily behavior. They are usually named using three to four sections: Faction or place, activity, start time, duration. For example, in Aela's packages, her first one is CompanionsShift1Train15x5. This indicates that she will train starting at 15:00 (3pm) and end five hours later. The top packages has top priority; if Aela had another package saying CompanionsShift1Eat15x6, she would only eat for one hour instead of six, because the first five hours are spent training. You can see specifics about the package by double-clicking on it; this will show whether it allows for eating, sleeping, and other actions during that time.

Generic packages have Sandbox in the name along with a designated area in which the actor may do generic activities, the default being 512 units.

Inventory

This lists the objects that an NPC has in their inventory, along with the amount. If an object's ID ends in a number, that number is the percent chance that the NPC will have the item (unless the number is very small, in which case it is simply a part of the item's unique ID, such as Torch01). Any outfits or clothing that an NPC is wearing will be dropped on death unless they are unwearable.

Some of these leveled or random objects, or objects with percentages, may be found under Items -> LeveledItem in the object window.

SpellList

A list of spells and perks that the actor has.

Sounds
Animation
Attack Data

This determines what attacks an actor may use and how much damage they do.

Character Gen Parts

This is what the character looks like. You may preview the full character or just their head by marking the appropriate checkboxes at the bottom of the window.

Character Gen Morphs

These affect the specific shape of the actor's facial features.

Face Anim Preview

This allows you to preview what an actor's face will look like during certain animations.

Quests[edit]

Quest window

Objectives and stages, hidden quests (achievementsquest, etc.), wilderness interactions, reading scripts. Explain all tabs. Explain global tags from 'misc' section.

Under the Character section you will find the Quest subsection; this is where all the quests are. Unlike NPCs and cells, their editor IDs are not similar to their names. Below is a listing of quest ID formats and what they mean, if they are not obvious like BardsCollege:

IDMeaningNotes
ArenaCombatWindhelm ArenaNot added in the game
BQBounty Quest
C

CR

CompanionsCR is radiant
CWCivil WarCW##A indicates an Imperial quest; CW##B indicates a Stormcloak quest
DADaedric
DBDark Brotherhood
dunDungeon
Freeform

MS

Miscellaneous
MGCollege of WinterholdStands for 'Mages Guild'
MQMain quest
RHRadiant DawnguardStands for 'Radiant Hunter'
RVRadiant Volkihar
RRRaven Rock
TGThieves Guild
TTTel Mithryn
VQVolkihar
WE

WI

Wilderness events and world interactions

Many quests exist merely to hold dialogue as well, and some to act out little scenes. Multiple quests have intro or startup quests that run before them to set them up. These quests, along with WE/WI quests, do not appear in your quest journal.

The quest window has various tabs in it. Anything that happens in a quest is also recorded in the quest script.

Quest Data

The type of quest will determine what scrollwork image is shown next to it; it is purely aesthetic.

Quest Stages

When you select a quest stage, its script (under Papyrus Fragment) and journal entry are shown. The script tells you at what stage an objective is shown or completed by saying setObjectiveCompleted(#) and then setObjectiveDisplayed(#).

Quest Objectives

The number of the objectives and the objectives' text will be shown here. Conditions for the objective to be shown will be listed beneath this.

Quest Aliases

This is a list of NPCs and objects required to progress the quest. Certain aliases may be optional or required, and they may be set to start the quest dead or alive. They can have special inventories, scripts, keywords, factions, or spells for the quest.

Dialogue Views

Conversations between the player and other NPCs are displayed here in dialogue trees.

Player Dialogue

The same conversations displayed in the previous tab will be shown here in a different format, but may only be viewed one branch at a time. Each branch will have topics to select from, the dialogue of which will then be displayed. Double-click on the dialogue to view the conditions, speaker, and other such information. After bringing up the Topic Info window, you may double-click on the Response Text to bring up an Edit Response window. This will show dialogue notes, animations, and emotions. To listen to the audio, double-click on the path under the Audio section of this window.

Favor Dialogue
Scenes

Scenes are conversations between NPCs which do not involve the player.

Scripts

Every quest has at least one script attached to it; some use multiple scripts.

Leveled lists[edit]

Under Items -> LeveledItem you will find items that are leveled or random. They tend to have a basic naming scheme. If there is a particular number attached to the name, like 50 or 75, this is the percent chance that it has to appear. Specifically leveled items will usually have LItem in the name. For leveled NPCs, they are all listed under the Actors -> Actor section, usually with the words Enc or Lvl in them.

Items[edit]

Weapon window
Armor window

Ammo may be marked as bolts; otherwise, it is arrows. Ammo and weapons have specific damage values. Armor, weapons, and ammo all have inventory icons, pickup/putdown sounds, visual models, and values, and may be marked as playable or not. Weapons and armor may be enchanted. The rest of the sections should be self-explanatory.

Books show their text, which has font and size designations. Ingredients use magic effects. Keys do not have locking data on them; doors are what determine which keys may open them. Outfits are collections of items which NPCs wear.

Magic[edit]

Enchantment, Potion, Scroll, Shout, Spell: Uses one or more effects at certain magnitudes and durations.
LeveledSpell: Used by NPCs. Randomly selects from a list of spells to give one to an NPC, or has only a percentage to do so.
Magic Effect: This is the most important section. It determines most aspects of a spell, enchantment, or potion, including how the damage is done and what type of damage it is. It doesn't exist on its own, but is used by other objects.
Word of Power: Words of power for dragon shouts. They show the dragon word and translation, but don't do anything on their own and are instead used by other objects.

Miscellaneous[edit]

Keywords may be added to anything in the game. They do nothing on their own except to tag an item. A quest or script may read this tag and then use it, however. For example, the WeapTypeIron keyword may be added to an iron weapon so that it is temperable with iron and so that it is effective against any creatures sensitive to iron.

LoadScreens are simply loading screens. They all have the foggy effect and black background, but you may change the model or message that is shown. The scale, rotation, and other tweaks apply to the model used in the screen.

Messages will show up during gameplay when an in-game action triggers them. They can be shown as a message box, which will interrupt gameplay, or as a basic message, which will show up in the top left-hand corner during gameplay.

WorldData[edit]

Climate: You may change the length of days, sunrise, sunset, which moons appear, how long a moon phase lasts, sun color, sun glare, and weather type. World spaces use climates.
Lighting: Change ambient, fog, directional, and specular light colors in worlds and cells.
Location: These determine map markers and which cells are in certain locations. The type of map marker is determined by keywords. Whether or not a location is clearable also depends on keywords. The parent location is usually a hold or a city.
Location Ref Type: Determines the color of markers for items within the Creation Kit when viewing a loaded cell.
Shader Particle Geometry: In these, images are used in different sizes and densities to create a certain visual effect such as rain or snow.
Visual Effect: All sorts of visual effects are managed here, including those for spells.
WaterType: You may determine the water's color, opacity, and other aspects, including how much damage it will do (if any at all).
Weather: Alter wind, sky color, clouds, precipitation, and other such things to do with weather.

WorldObjects[edit]

These are the objects which you find throughout the world.

Use info[edit]

With any object, you will see 'Count' and 'Users' listed as numbers. Right-click on one such item and select 'Use Info'. There will be two charts: The top one shows you what uses the objects while the lower one shows you the cells in which those objects are placed and how many are there. To select and view an object in its cell, double-click on the cell you wish to see. To view an object's user's information, double-click on the user's name. For example, an NPC will likely be used by a quest; double-clicking on the quest name from the use info window will open the quest window, but won't directly show you how an NPC is used.

Other[edit]

Other actions which are possible but do not fit into any specific section.

  • At any time, you can press CTRL+F5 to export the currently selected table to a text file.

See Also[edit]

Retrieved from 'https://en.uesp.net/w/index.php?title=Tes5Mod:Creation_Kit_Usage&oldid=2115689'
Download the finished result of following this tutorial, for reference. Try creating the plug-in yourself first!Download
Skill Level: Intermediate

This tutorial relies on knowledge gained in previous tutorials, and requires understanding the basics of navigating the Creation Kit.

In this tutorial, we will create a safe storage chest that the player can place wherever they like.

Creating placeable containers in Campfire is almost identical to creating regular placeable objects (like the chair in previous tutorials). The difference is that we will create a container reference that our placeable “container” will point to. We will put that container reference in a far-off cell (_Camp_ModPlaceableObjectCell). That way, the player can pick up and place the container without risk of losing items, and the player can place many containers which will all access the same centralized storage.

Getting Started

To start, open the Creation Kit with both Campfire and the Campfire Dev Kit installed. Select File, Data… and select Campfire.esm. This will make our plug-in require Campfire as a master. Select OK.

Skyrim Creation Kit Add Item To Player Inventory
You may need to enable multiple master support in the Creation Kit if this is your first time using it. With the Creation Kit closed, in SkyrimEditor.ini (located in your Steamsteamappscommonskyrim directory), under [General] , set bAllowMultipleMasterLoads=1 and save the file.Add this line if it is not present.

The Inventory Item

Next, we will create the first of our 3 required objects, the inventory item.

Begin by selecting the MiscItem category in the Object Window. To create our inventory item, we’re going to use a default item that Campfire includes for modders to easily use.

Right-click _Camp_MiscItem_DefaultForModdersCOPYME, and select Duplicate. Then, select the miscitem you just created and press F2 to rename it. If asked if you would like to create a new form, select No, and confirm that you are sure.

The _Camp_MiscItem_DefaultForModdersCOPYME form comes with a default 3D mesh (a generic large sack) and the correct script attached for Campfire inventory items, CampPlaceableMiscItem.

If you are an advanced modder, feel free to create your own Misc Item form yourself, attach your own mesh, and attach the CampPlaceableMiscItem script yourself.

Double click your new Misc Item and name it AA_PlaceableChestMISC as shown below, and set some weight and value numbers. Don’t worry about the attached script; we’ll come back to it.

The Placement Indicator

Next, we will create the placement indicator. Select the Activators category of the Object Window. We will again use a form that Campfire gives us for free: _Camp_Indicator_DefaultForModdersCOPYME. Like before, duplicate this form, rename it, and double-click it. We’re going to name ours AA_PlaceableChestIndicator. See that your placement indicator looks similar to the one shown below.

Again, don’t worry about the attached script for now.

The _Camp_Indicator_DefaultForModdersCOPYME form comes with a default 3D mesh (a generic large sack) and the correct script attached for Campfire placement indicators, CampPlacementIndicator.

The Placeable Object

Now we will create the object that will actually be placed into the world. Create a new Activator object and set the ID to AA_PlaceableChest.

Now that we have our chest, we need to set a few things.

Item
  • Set the Name to Supplies Chest.
  • Set the Activate Text Override to “Open”, which is more appropriate for a container.
  • Assign the upperchest01.nif mesh to the Activator. (This is a base game Skyrim mesh located in meshes/clutter/upperclass. Decompressing the Skyrim – Meshes.bsa archive is beyond the scope of this tutorial. See here for more info.)
  • For fun, we want our chest to be illegal to place in towns, cities, inns, and so on. To do this, we simply add a keyword. Right-click the Keywords box, select Add, and select isCampfireCrimeToPlaceInTowns. Click OK to add this keyword to the chest.
  • Lastly, attach the CampPlaceableContainer script to the form.

When you’re finished, your chest should look something like what’s shown below.

The Container Reference

We need to create a new container reference that will act as the “real” container that all placed containers of this type will point to. In the Object Window, navigate to Containers and duplicate BarrelEmpty01. Rename the copy as AA_PlaceableChestContainer.

IMPORTANT! Open the new container and uncheck the “Respawns” flag. If you fail to do this, the storage will not be safe, and the player will lose their items!

Drag and drop this new container into the _Camp_ModPlaceableObjectCell. Name the reference AA_PlaceableChestContainerRef.

Tying it All Together

We’re almost finished. We’ve created our 4 required objects, and now we will tie them together and set some parameters using the scripts attached to them.

Go back to the Misc Item category in the Object Window once again, and double-click the inventory item you created. Click the CampPlaceableMiscItem script attached to it, and select Properties.

There are a number of parameters that can be set here; you can mouse over them to read what they control. For this tutorial, we’re only interested in two properties:

  • Required_placement_indicator: Set this to the placement indicator form you created earlier.
  • Required_this_item: Set this to the inventory item itself.

Your properties window should look like the following.

After that, click OK and OK again on the Misc Item form to close it.

Next, select the Activators category in the Object Window and open your placement indicator. Select the attached CampPlacementIndicator script and click Properties.

Let’s set the following values:

  • indicator_distance: Set this to 150.0. This is the distance the indicator will float in front of the player.
  • Required_activator_to_place: Set this to the chest placeable object. We named ours AA_PlaceableChest.
SkyrimSkyrim creation kit add item to player inventory free

Your properties window should look like the following.

Lastly, open your chest placeable object. Select the attached CampPlaceableContainer script and select Properties.

We need to set the Required_LinkedContainerRef property to the container reference we created earlier. We should also set the Setting_StartUpRotation property to 180, so the chest isn’t facing away from us when we place it. Configure as shown below.

Crafting

The final thing we need to do is make our chest acquirable by the player in-game. There are several ways to do this, but in this tutorial we will make our chest craftable when using a Forge with 10 firewood and 2 iron ingots.

Select the ConstructibleObject category of the Object Window and create a new ConstructibleObject like the one shown below.

Use the CraftingSmithingForge workbench keyword. Add the firewood and iron ingots to the Required Item List as shown below.

Placing the Chest

We can now Save the plug-in and try our creation in-game!

As expected, our chest appears in the Forge crafting system.

When we “Use” our chest in our inventory, the indicator appears and we can place it. Success!

When “Use” is selected, the chest’s inventory appears.

In this tutorial, you learned:

  • How to use CampPlaceableContainer to create a new placeable container item

Further Improvements:

Skyrim Add Item Mod

  • Change the placement indicator to look like a chest by changing the indicator’s mesh. You’ll have to set the indicator’s z_angle_adjustment property to have the front of the chest face the player when placing it.
  • Just like CampTentEx and CampPlaceableObjectEx, there is a CampPlaceableContainerEx, which allows you to use position references to place more complex container objects consisting of several parts.

Good luck, and happy modding!

To release your creations as your own Campfire-powered mod, please review the License pagefor important details.

Skyrim Creation Kit Add Item To Player Inventory In Minecraft

Have fun,

Skyrim Creation Kit Add Item To Player Inventory List

– Chesko





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