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The BaseID is the unique identifier for a prototype of the object, while the RefID denotes a specific copy of an object in the game. For unique NPCs and specifically placed creatures or items, the BaseID and RefID are fixed, and are usually noted on relevant pages.
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Non-unique objects, such as randomly spawned creatures or loot, will usually only have a BaseID, since their RefIDs will change at each encounter and for each item.Ĭonsole commands normally only accept either a BaseID or a RefID, not both. For example, the command aceatme will create a new copy of an object and place it at the player's position. This is fine with most items or generic creatures. With unique NPCs however, a second copy will usually cause problems with quests and such.
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In that case, one could move the NPC to the player with the command " ".moveto player or the command sequence:įor most items, creating extra copies does no harm, so player.additem can be used to add the desired quantity of items to the player's inventory. Quest-specific items, however, will suffer from the same problems as unique NPCs, since the quest will often be tied to specific RefIDs for objects, not their BaseIDs. Also, RefIDs can only be used if the object in question is loaded into memory visiting the cell of the object can assure this. See the console article for further commands and uses of form IDs for other types of things. The first two digits of form IDs found in. esp add-ons are given as xx because they may vary depending on the number of active add-ons and their load order. Objects from a specific add-on will generally all have the same two leading digits. So, if Dawnguard is the only add-on you have, and you're not loading any mods, the xx for Dawnguard IDs would be 02.
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The specific code is not displayed in the "Data Files" screen, nor in the Creation Kit, but mod managers and other utilities will often show them.
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