ITEM.INI
Item database defining all collectible objects, weapons, potions, keys, and quest items with their properties, models, and scripted behaviors.
Shipped sample path: /Redguard/ITEM.INI (e.g. .../GOG Galaxy/Redguard/Redguard/ITEM.INI).
The file is data-driven: every game object from the compass to the soul sword is defined here with associated 3D models, inventory bitmaps, and AI scripts. Item 0 is always the compass, a special case — giving the player this item automatically turns on the compass display. Any item index declared as 0 in a weapon or hand-object field is treated as “no object” for this reason.
File Structure
The file contains a single [items] section with two parts:
- A header block with global inventory settings.
- Per-item field blocks indexed by item ID (e.g.
name[0],type[1]).
[items] Header Fields
| Field | Value | Description |
|---|---|---|
bitmap_file | SYSTEM\PICKUPS.GXA | GXA texture atlas for unselected inventory icons. |
bitmap_selected_file | SYSTEM\PICKUPSS.GXA | GXA texture atlas for selected inventory icons. |
start_item_list | 1, 2, 4, 18 | Item IDs the player starts the game with. |
start_item_select | 1 | Item ID selected by default at game start. |
additional_length | 8 | Extra inventory display length (slots). |
weapon_sphere_size | 10 | Collision sphere radius for weapon hit detection. |
default_weapon_item | 1 | Item ID used as the default weapon (the sabre). |
torch_time | 60 | Torch burn duration in seconds (tolerance of +/- 3 seconds). |
Per-Item Field Schema
All fields are optional. Missing fields are treated as unused. The index x in each field name is the item ID used in all script commands.
General fields
| Field | Description |
|---|---|
type[x] | Item type: 0 = general item, 1 = sword/weapon (can be drawn and sheathed, has both drawn and sheathed 3D files), 2 = hand object (may override a weapon, e.g. torch). |
flags[x] | Bit-field of misc flags. 1 = remove on drop regardless of player total; 2 = drop item after use; 4 = remove item after use. Add values together to combine. |
hide[x] | When 1, the item is hidden from screen and inventory but still exists. Scripts may still call UseItem() on it; the player cannot select or use it directly. |
total[x] | Total number of this item in the game world. |
player_max[x] | Maximum number of this item the player can carry. |
player_total[x] | Number of this item the player starts the game with. |
name[x] | Short name RTX dialogue label (e.g. ?xsw). |
description[x] | Longer item description RTX dialogue label (e.g. cisw). |
name[x] and description[x] values are keys into the RTX dialogue/text system, not literal strings. Labels beginning with ? are short display names; labels beginning with ci or ti are longer descriptions.
AI script fields
| Field | Description |
|---|---|
use_script[x] | AI script file to execute when the item is used through the shell system. |
script_instances[x] | Maximum concurrent instances of the use script. 1 prevents a new instance from starting if one is already running. 0 means unlimited instances. |
Objects and bitmaps
| Field | Description |
|---|---|
bitmap[x] | Bitmap index into the bitmap_file GXA atlas for in-game display. |
inventory_object_file[x] | 3D object file used in the inventory screen. |
game_object_file[x] | 3D object file used in the game world. |
Drop and add lists
| Field | Description |
|---|---|
add_item_list[x] | List of item IDs to add to the player when this item is picked up. |
drop_add_item_list[x] | List of item IDs to drop into the world when this item is picked up. |
remove_drop_item_list[x] | List of item IDs to remove from the world when this item is dropped. |
required_item_list[x] | List of item IDs the player must already have before picking up this item. |
drop_use_item_list[x] | List of item IDs to drop into the world when this item is used. |
Weapon fields
| Field | Description |
|---|---|
hand_object_file[x] | 3D object for the item when held in hand. For weapon-type items this must be a weapon object. Ignored for general-type items. |
hilt_object_file[x] | 3D object for the item when sheathed. |
Object file paths reference 3DART\ assets, which are the software-renderer models from the original CD release. The GOG release uses fxart/ equivalents at runtime; the 3DART\ paths in this file reflect the original CD asset layout.
Item Catalog
87 items are defined (IDs 0 through 86). Item 0 is always the compass.
| ID | Comment | Type |
|---|---|---|
| 0 | compass | 0 (general) |
| 1 | sabre | 1 (weapon) |
| 2 | gold | 0 (general) |
| 3 | Potion of ironskin | 0 (general) |
| 4 | health potion | 0 (general) |
| 5 | ring of invisibility | 0 (general) |
| 6 | Voa’s ring | 0 (general) |
| 7 | guard sword | 1 (weapon) |
| 8 | rusty key | 0 (general) |
| 9 | gold Key | 0 (general) |
| 10 | silver key | 0 (general) |
| 11 | amulet | 0 (general) |
| 12 | soul gem | 0 (general) |
| 13 | soul sword | 1 (weapon) |
| 14 | crow bar | 0 (general) |
| 15 | rune 1 | 0 (general) |
| 16 | rune 2 | 0 (general) |
| 17 | rune 3 | 0 (general) |
| 18 | letter | 0 (general) |
| 19 | orc’s blood | 0 (general) |
| 20 | orc’s blood w/stuff | 0 (general) |
| 21 | spider’s milk | 0 (general) |
| 22 | spider’s milk w/stuff | 0 (general) |
| 23 | ectoplasm | 0 (general) |
| 24 | ectoplasm w/stuff | 0 (general) |
| 25 | hist sap | 0 (general) |
| 26 | hist sap w/ stuff | 0 (general) |
| 27 | book of dw lore | 0 (general) |
| 28 | dwarven gear | 0 (general) |
| 29 | vial | 0 (general) |
| 30 | vial w/elixir | 0 (general) |
| 31 | iron weight | 0 (general) |
| 32 | bucket | 0 (general) |
| 33 | bucket w/water | 0 (general) |
| 34 | fist rune | 0 (general) |
| 35 | elven book (copy) DO NOT USE | 0 (general) |
| 36 | elven book | 0 (general) |
| 37 | redguard book | 0 (general) |
| 38 | flora of hammerfell book | 0 (general) |
| 39 | reference map | 0 (general) |
| 40 | pouch | 0 (general) |
| 41 | trithick’s map piece | 0 (general) |
| 42 | silver ship | 0 (general) |
| 43 | shovel | 0 (general) |
| 44 | aloe | 0 (general) |
| 45 | torch | 3 (hand object) |
| 46 | monocle | 0 (general) |
| 47 | red flag | 0 (general) |
| 48 | silver locket that talks of lakene | 0 (general) |
| 49 | redguard insignia | 0 (general) |
| 50 | joto’s piece | 0 (general) |
| 51 | flask of lillandril | 0 (general) |
| 52 | talisman of hunding | 0 (general) |
| 53 | izara’s journal open | 0 (general) |
| 54 | canah feather | 0 (general) |
| 55 | kithral’s journal | 0 (general) |
| 56 | starsign’s book | 0 (general) |
| 57 | izara’s journal closed | 0 (general) |
| 58 | starstone | 0 (general) |
| 59 | krisandra’s key | 0 (general) |
| 60 | key to iszara’s lodge | 0 (general) |
| 61 | necro book - view only | 0 (general) |
| 62 | bar mug ..for thugs hands, etc | 0 (general) |
| 63 | mariah’s watering can | 0 (general) |
| 64 | glass bottle | 0 (general) |
| 65 | glass bottle with water | 0 (general) |
| 66 | glass bottle w/aloe and water | 0 (general) |
| 67 | Strength Potion | 0 (general) |
| 68 | bandage | 0 (general) |
| 69 | bloody bandage | 0 (general) |
| 70 | skeleton sword | 1 (weapon) |
| 71 | keep out poster…mage’s guild | 0 (general) |
| 72 | keep out poster…dwarven ruins | 0 (general) |
| 73 | tobias mar mug | 0 (general) |
| 74 | Bone Key | 0 (general) |
| 75 | flaming sabre | 1 (weapon) |
| 76 | goblin sword | 1 (weapon) |
| 77 | ogre’s axe | 1 (weapon) |
| 78 | dram’s sword | 1 (weapon) |
| 79 | palace key | 0 (general) |
| 80 | dram’s bow | 0 (general) |
| 81 | dram’s arrow | 0 (general) |
| 82 | silver locket that just says silver locker | 0 (general) |
| 83 | island map | 0 (general) |
| 84 | wanted poster | 0 (general) |
| 85 | palace diagram | 0 (general) |
| 86 | last | 0 (general) |
Notes on specific entries:
- Items 19/20, 21/22, 23/24, 25/26 are paired: the base ingredient and the same ingredient already combined with another substance. Both variants share the same
name[x]label. - Items 29/30 are the empty vial and the vial filled with elixir.
- Items 32/33 are the empty bucket and the bucket filled with water.
- Items 53/57 are the open and closed versions of Izara’s journal, sharing the same
name[x]label. - Item 35 is marked “DO NOT USE” in the file comment; item 36 is the live elven book.
- Item 45 (torch) uses type
3in the file, which the comment block does not define. The comment block describes type2as the hand-object type; type3appears to be an extension of that for the torch specifically. - Items 62 and 63 (bar mug, watering can) reuse the journal inventory model (
Ijourn.3D) as a placeholder, with distinctgame_object_filepaths for the actual in-world mesh. - Items 80 and 81 (dram’s bow and arrow) reuse the bone key inventory model (
ibone.3d) as a placeholder. - Item 86 is labeled “last” with no meaningful content, serving as a sentinel or end-of-list marker.
External References
- UESP: Redguard:Console — documents the
item addcommand, which uses item IDs matching the index numbers in this file.