Ah, thanks, you probably want to change it though to the XX001725 and the explanation since the load order will be different for anyone that loads it in a different order than 1C. For a long term solution, I recommend that you take the book route:
(just to clarify, formid is the name the object gets sorted by in the Construction Set (no spaces in it), baseid is the 8 digit string of hexidecimal numbers like XX002175, and the name is what it appears to be called ingame)
2) Save the script, then edit an existing book (probably under "activators") and change to formid so that you don't change the base book itself. Select the script you just created under the object effect dropdown menu. Change the book name as you please, and drop it into the render window of the cell you want. Then, when someone activates, the books, the spells will be added to their inventories.
You can do much more powerful things with scripts than the console; spend some time on the Construction Set wiki and you'll pick up some interesting techniques (that's how I learned most of what I've told you here, plus experimentation ).
If you're having trouble adding the spell to the inventory of the player, make sure you replace the first two digits with the load order of the mod in question; for example, for your first spell you should enter:
player.addspell XX001725
in which XX is the load order number you see in OBMM.
With regard to how to get this implemented as a mod, you can run:
player.addspell [insert formid of spell]
That can be in either a quest script that terminates itself or in an object script that you can attach to a book you can put in Fort Farragut. For more information, you can look at: http://cs.elderscrolls.com/constwiki/index.php/AddSpell
7 comments
I'll do this in my spare time perhaps - exams are in the coming months, and I don't really have any time... except for this small message.
1) Create a script that looks like this:
scn [insert some script name]
begin onactivate
if player.hasspell [insert spell 1 formid]
player.addspell [insert spell 1 formid]
endif
if player.hasspell [insert spell 2 formid]
player.addspell [insert spell 2 formid]
endif
end
(just to clarify, formid is the name the object gets sorted by in the Construction Set (no spaces in it), baseid is the 8 digit string of hexidecimal numbers like XX002175, and the name is what it appears to be called ingame)
2) Save the script, then edit an existing book (probably under "activators") and change to formid so that you don't change the base book itself. Select the script you just created under the object effect dropdown menu. Change the book name as you please, and drop it into the render window of the cell you want. Then, when someone activates, the books, the spells will be added to their inventories.
You can do much more powerful things with scripts than the console; spend some time on the Construction Set wiki and you'll pick up some interesting techniques (that's how I learned most of what I've told you here, plus experimentation
ZephyrX
player.addspell XX001725
in which XX is the load order number you see in OBMM.
With regard to how to get this implemented as a mod, you can run:
player.addspell [insert formid of spell]
That can be in either a quest script that terminates itself or in an object script that you can attach to a book you can put in Fort Farragut. For more information, you can look at: http://cs.elderscrolls.com/constwiki/index.php/AddSpell
Anyway, best of luck!
ZephyrX
Will download and rate soon.
Cyrus*