About this mod
Place leveled items anywhere in the world outside containers.
- Permissions and credits
In Skyrim's Creation Kit a dummy object is an item that is created using a list of items of the same type when player enters a cell. . To place leveled items anywhere in the world outside containers follow these steps:
1. Open CS.
2. Place "ex_ascadianisles_sleep" leveled creature where it will be easy to find.
3. Open "ex_ascadianisles_sleep" leveled creature list.
4. Delete every entry in the list except "rat".
5. Save your plugin as "dummy objects.esp"
6. Open the plugin in Enchanted Editor.
7. Open "ex_ascadianisles_sleep" leveled creature list
8. Replace "rat" with any other object ID.
You can also do it with tes3cmd:
1. Open CS.
2. Place "ex_ascadianisles_sleep" leveled creature where it will be easy to find.
3. Open "ex_ascadianisles_sleep" leveled creature list.
4. Delete every entry in the list except "rat".
5. Save your plugin as "dummy objects.esp"
6. Download tes3cmd and extract it to your data files folder.
7. Create a new txt file, open it and paste this:8. Change the txt file extension to bat.
9. Run the bat file. The "rat" entry in the leveled list will be replaced with "chitin club".
10. Test your "dummy objects.esp" plugin. Now a chitin club should appear instead of a rat when player approaches "ex_ascadianisles_sleep" leveled creature.
To modify any other leveled creature list open your bat file in a text editor and replace "ex_ascadianisles_sleep" with another leveled list ID. Replace "rat" with an ID from the leveled list and replace "chitin club" with a new object ID.
This should work for any item that player can pick up, activators and static objects. But there is a drawback - every new object reference will have the same position. To be able to position them you can do this: place a dummy item in a cell and attach following script to it
The script uses MWSE functions so you have to use MWEdit to compile it .
1. Open CS.
2. Place "ex_ascadianisles_sleep" leveled creature where it will be easy to find.
3. Open "ex_ascadianisles_sleep" leveled creature list.
4. Delete every entry in the list except "rat".
5. Save your plugin as "dummy objects.esp"
6. Open the plugin in Enchanted Editor.
7. Open "ex_ascadianisles_sleep" leveled creature list
8. Replace "rat" with any other object ID.
You can also do it with tes3cmd:
1. Open CS.
2. Place "ex_ascadianisles_sleep" leveled creature where it will be easy to find.
3. Open "ex_ascadianisles_sleep" leveled creature list.
4. Delete every entry in the list except "rat".
5. Save your plugin as "dummy objects.esp"
6. Download tes3cmd and extract it to your data files folder.
7. Create a new txt file, open it and paste this:8. Change the txt file extension to bat.
9. Run the bat file. The "rat" entry in the leveled list will be replaced with "chitin club".
10. Test your "dummy objects.esp" plugin. Now a chitin club should appear instead of a rat when player approaches "ex_ascadianisles_sleep" leveled creature.
To modify any other leveled creature list open your bat file in a text editor and replace "ex_ascadianisles_sleep" with another leveled list ID. Replace "rat" with an ID from the leveled list and replace "chitin club" with a new object ID.
This should work for any item that player can pick up, activators and static objects. But there is a drawback - every new object reference will have the same position. To be able to position them you can do this: place a dummy item in a cell and attach following script to it
The script uses MWSE functions so you have to use MWEdit to compile it .