Talk:Object Window

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I accidentally deleted an object in the object window when trying to delete it in the render window... I don't know what consequences this will have, or how I get it back. Because I actually want to place this object in my test dungeon.

Can someone help me with this? And if you didn't get it yet, I'm a complete noob on the creation kit.

The object I deleted was NorBridgeCage02a If that is neeed.

  • Igniferi
Go to File > Data and locate the plugin in which you saved when that deletion occurred. Click "Details". Somewhere in that list is the NorBridgeCage02a base object - there should be a D next to it in the deleted column. Select that line, hit delete and hit OK. This forces the Creation Kit to ignore that change when it reload the plugin. The next time you save, the plugin will be modified and the object should be restored. Joel Burgess 16:17, 8 February 2012 (EST)

Moving objects between subfolders?[edit source]

Is there a way to move an object between layers? For example, an object is currently in "Armor\FarmClothes02"; is there any way to shift it to "Armor\Bandit"? Additionally, is there a way to create custom subfolders for more complex mods? WartyX 23:19, 10 February 2012 (EST)

This is an old question, but I may as well answer: you cannot. The folder hierarchy is directly based on the paths to each entity's NIF file. Quests are the only exception. DavidJCobb (talk) 2015-05-21T22:51:33 (EDT)

Form ID mismatch issue[edit source]

When adding objects the Form ID is auto generated. Allegedly this is an accurate value. However, while the items in the esm are accurate and can be referenced in the console, the items in the esp are not. For example, if you want to add a spell tome to your character, you use player.additem formid qnty using the Form ID seen in the Object Window. If you do this with a spell tome you created in an esp, it reports it can't find an object with that ID. Troubleshooting this, it seems that the beginning value of the Form ID is different in game than in the Creation Kit. In the CK, it might have a value 01001d97 but in game it's actual ID is 05001d97. This difference in the initial value would appear to be a bug that needs to be corrected as it makes testing difficult when inconsistent values are used by the game vs the CK.

This is expected behaviour.
The first two digits of a formID represent the origin of the object. If the object is defined in a data file, then those two digits represent that data file's position in your load order. Otherwise, if the object is defined in your saved game, the first two digits will be FF, as that space is reserved for the saved game.
Generally, the easiest way to find a load order-corrected formID is to use the Help console command. For example:
 Help "apple" 0
-- Cipscis 00:08, 20 February 2012 (EST)

Object Window won't show[edit source]

No matter how much I try, the Object Window will not display. I click View \ Object Window, and nothing happens. Does anyone else have this issue? How can I resolve this? --Slatzgrubnik (talk) 22:27, 5 November 2012 (EST)

Have you changed recently from using multiple monitors to using a single monitor? It might be that the Object Window is being displayed off-screen. If I remember correctly, changing your resolution should fix this (you can change it back afterwards).
-- Cipscis (talk) 23:13, 5 November 2012 (EST)
No, but I do have a custom shell I use instead of the default windows shell. I use SharpE, and use multiple virtual desktops. I see that it's trying to load the Object Window when I first load my Skyrim.esm file, but it blinks in and out of existence in a fraction of a second. --Slatzgrubnik (talk) 23:21, 5 November 2012 (EST)
Hmm... Just an uneducated guess here, but perhaps it's somehow ending up behind the main window?
-- Cipscis (talk) 23:23, 5 November 2012 (EST)
Just shut down SharpE, and behold, the Object Window. Somehow it was entirely being hidden by SharpE. Thank you for the help! --Slatzgrubnik (talk) 23:31, 5 November 2012 (EST)