Tes5Mod:Mod File Format/INGR

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Internally, all alchemy items (food, drinks, potions, and poisons), enchantments, ingredients, scrolls and spells derive from the same object, MagicItem, and thus share a similar structure.

Auto-calc: The auto-calculated ingredient value is the total of all effect costs. This is different from the gold value, which is found in the DATA field.

C Field Name Type/Size Info
+ EDID EditorID zstring Max 0x200 bytes, including null terminator.
- VMAD ScriptInfo VMAD Papyrus script data. (In main game files, this is only used for Briarhearts.)
+ OBND ObjectBounds OBND Always 12 bytes even if all 0s
- FULL FullName lstring Full (in-game) name
- KSIZ KSIZ uint32 KYWD count
* KWDA KWDA formid[KSIZ] Array of KYWD formids
- MODL Model MODL Ground Model
- ICON Icon zstring Inventory icon filename
- YNAM PickupSound formid Pickup SNDR
- ZNAM DropSound formid Drop SNDR
+ DATA ItemData struct 8 bytes
uint32 Value
float Weight
+ ENIT EnchantedItem struct 8 bytes
uint32 Ingredient Value - but all ingredients in the game data use autocalc
uint32 Flags
0x001 - ManualCalc
0x002 - Food
0x100 - References Persist
* Effects Effect[] One entry per effect.
Effect
+ EFID EffectID formid Magic Effect MGEF
+ EFIT EffectItem struct 12 bytes
float Magnitude
uint32 Area of Effect
uint32 Duration (0 = instant)

For auto-calc purposes, the game calculates the cost of an effect as:

effect_base_cost * (Magnitude * Duration / 10) ^ 1.1

A Magnitude < 1 is treated as 1, and a Duration of 0 as 10.

* CTDA Conditions CTDA Conditions on the effect.