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Oblivion Mod:Mod File Format/INGR

< Mod / Oblivion: Oblivion Mod: Modding: Mod File Format

INGR records hold information on ingredients.

Subrecords known to occur in an INGR record include (confirmed):

  • EDID (required): Editor ID (variable length string)
  • FULL (required): Full item name (variable length string)
  • MODL (optional): Model filename (variable length string)
  • MODB (optional): Follows a MODL (4 bytes?)
  • MODT (optional): Sometimes follows a MODB (variable length, 24, 48, 72, or 96 bytes, confirmed)
  • ICON (optional): Model filename (variable length string)
  • SCRI (optional): Script form ID (4 bytes)
  • DATA (required): Ingredient data (4 bytes)
  • ENIT (required): Enchantment data (8 bytes)
  • EFID (optional, mult): Effect name (4 bytes, confirmed)
  • EFIT (optional, mult): Effect data (24 bytes, confirmed)
  • SCIT (optional, mult): Script effect data (16 bytes, confirmed)
  • FULL (optional, mult): Script effect name (variable length string)

DATA SubrecordEdit

This subrecord is always 4 bytes long (confirmed) and holds the ingredient data.

Name Type/Size Info
Weight 4 (float) Ingredient weight

ENIT SubrecordEdit

This subrecord is always 8 bytes long (confirmed) and holds the ingredient enchantment data.

Name Type/Size Info
Value 4 (dword) Ingredient value used for both auto-calc and manual.
Flags 4 (dword) More flags?
0x00000001 = Manual Value (Auto-Calc Off)
0x00000002 = Food Item
0xCDCDCD00 = Default Value

Effect SubrecordsEdit

There will be one set of EFID/EFIT subrecords for each regular effect applied to the ingredient and a set of EFID/EFIT/SCIT/FULL subrecords for each script effect. The data appears to be identical to that used in the ENCH record.

Note that the INGR record can have multiple FULL subrecords. The first is required and will be the ingredient name. Any subsequent FULL subrecords will be a script effect name.