The purpose of the item section is to define which property to change, what forms should be changed and when they should be changed.


Item Type section syntax:
[ItemType.UniqueNameForItemSection]
Filter=NameForDefinedFilter
Mode=OnStart or OnGameReload or Disabled
Forms=Form1,Form2, etc
Collection=NameForDefinedCollection
Group=NameForDefinedGroup
PropertyKey1=PropertyValue1
PropertyKey2=PropertyValue2
etc


Available Item Types: AlchemyItem, Ammo, Armor, Book, Ingredient, Key, Light, MagicEffect, Misc, Perk, Projectile, Scroll, SoulGem, Spell, Weapon.
Modes (OnStart is as default):
  • OnStart - when you run Skyrim.exe,
  • OnGameReload - like OnStart + when you reload game,
  • Disabled - only parse section but do not execute it. This mode is for cases, when you want to execute section using Papyrus Functions.


Available Property Keys for:
  • Name - AlchemyItem, Ammo, Armor, Book, Ingredient, Key, Light, Misc, Scroll, SoulGem, Spell, Weapon
  • Value - AlchemyItem, Ammo, Armor, Book, Ingredient, Key, Light, Misc, Scroll, SoulGem, Weapon
  • Damage - Ammo, Weapon
  • Weight - AlchemyItem, Armor, Book, Ingredient, Key, Light, Misc, Scroll, SoulGem, Weapon
  • WeightGV - AlchemyItem, Armor, Book, Ingredient, Key, Light, Misc, Scroll, SoulGem, Weapon
  • Enchantment - Armor, Weapon
  • EnchantmentAmount - Weapon
  • Recharge - Weapon
  • Speed - Weapon
  • SpeedGV - Weapon
  • Reach - Weapon
  • MinRang - Weapon
  • MaxRang - Weapon
  • Stagger - Weapon
  • RumbleLeftMotorStrenght - Weapon
  • RumbleRightMotorStrength - Weapon
  • RumbleDuration - Weapon
  • CriticalMulti - Weapon
  • CriticalDamage - Weapon
  • SoundLevel - Weapon
  • IgnoresNormalWeaponResistance - Weapon
  • CantDrop - Weapon
  • NonPlayable - Weapon
  • Armor - Armor
  • BaseCost - Scroll, Spell
  • SpellType - Spell
  • ChargeTime - Scroll, Spell
  • CastType - Spell
  • TargetType - Scroll, Spell
  • CastDuration - Scroll, Spell
  • Range - Scroll, Spell
  • HalfCostPerk - Scroll, Spell
  • ContainedSoul - SoulGem
  • MaximumCapacity - SoulGem
  • Fade - Light
  • Time - Light
  • Radius - Light
  • Color - Light
  • FalloutExponent - Light
  • Fov - Light
  • NearClip - Light
  • Period - Light
  • IntensityAmplitude - Light
  • MovementAmplitude - Light
  • EquipmentType - Weapon



    Available Property Keys usage:
  • Name - string
  • Value - int
  • Damage - int
  • Weight - float
  • WeightGV - Form (Global Variable)
  • Enchantment - EnchantmentItem Form
  • EnchantmentAmount - int
  • Recharge - Player or Hands or Cell
  • Speed - float
  • SpeedGV - Form (Global Variable)
  • Reach - float
  • MinRang - float
  • MaxRang - float
  • Stagger - float
  • RumbleLeftMotorStrenght - float
  • RumbleRightMotorStrength - float
  • RumbleDuration - float
  • CriticalMulti - float
  • CriticalDamage - int
  • SoundLevel - Loud or Normal or Silent or VeryLoud or Quiet
  • IgnoresNormalWeaponResistance - True/False or 1/0 or Enable/Disable
  • CantDrop - True/False or 1/0 or Enable/Disable
  • NonPlayable - True/False or 1/0 or Enable/Disable
  • Armor - int
  • BaseCost - int
  • SpellType - Spell or Disease or Power or LesserPower or Ability
  • ChargeTime - ConstantEffect or FireAndForget or Concentration or Scroll
  • CastType - float
  • TargetType - Self or Touch or Aimed or TargetActor or TargetLocation
  • CastDuration - float
  • Range - float
  • HalfCostPerk - Form (Perk)
  • BaseCost - int
  • ContainedSoul - None or Petty or Lesser or Common or Greater or Grand
  • MaximumCapacity - None or Petty or Lesser or Common or Greater or Grand
  • Fade - float
  • Time - int
  • Radius - int
  • Color - Int, Int, Int
  • FalloutExponent - float
  • Fov - float
  • NearClip - float
  • Period - float
  • IntensityAmplitude - float
  • MovementAmplitude - float
  • EquipmentType - RightHand or LeftHand or EitherHand or BothHands or Shield


    Invalid key names for specific item section are skipped.
  • Article information

    Added on

    Edited on

    Written by

    MaskedRPGFan

    2 comments

    1. MaskedRPGFan
      MaskedRPGFan
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      This article is in work, I will make it more clear and user-friendly after next IPM update.
    2. GroundAura
      GroundAura
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      I understand what most of the properties relate to in xEdit so far except SpeedGV, WeightGV, and Recharge.

      Did SpeedGV and WeightGV exist before or did you create them for Weapon Speed and Re-Weighter? How exactly do they work? Do they directly override the "Speed" and "Weight" values with the values of the Global Variables they reference? Are they any different than Speed and Weight properties other than the data type they accept?

      Is Recharge a custom property relating to a future mod of yours or does it relate to something you can view in xEdit?
      1. MaskedRPGFan
        MaskedRPGFan
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        Sorry for late reply, somehow I missed it.

        Any property with GV will take value from Global value. Created to make changes dynamic.

        Do they directly override the "Speed" and "Weight" values with the values of the Global Variables they reference?
        Yes, when section will be applied to forms.

        Is Recharge a custom property relating to a future mod of yours or does it relate to something you can view in xEdit?
        This option charges enchanted objects. I created it while testing the changes of enchanted weapons and instead of removing it, I decided to leave it.