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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:

  1. A header block with global inventory settings.
  2. Per-item field blocks indexed by item ID (e.g. name[0], type[1]).

[items] Header Fields

FieldValueDescription
bitmap_fileSYSTEM\PICKUPS.GXAGXA texture atlas for unselected inventory icons.
bitmap_selected_fileSYSTEM\PICKUPSS.GXAGXA texture atlas for selected inventory icons.
start_item_list1, 2, 4, 18Item IDs the player starts the game with.
start_item_select1Item ID selected by default at game start.
additional_length8Extra inventory display length (slots).
weapon_sphere_size10Collision sphere radius for weapon hit detection.
default_weapon_item1Item ID used as the default weapon (the sabre).
torch_time60Torch 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

FieldDescription
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

FieldDescription
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

FieldDescription
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

FieldDescription
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

FieldDescription
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.

IDCommentType
0compass0 (general)
1sabre1 (weapon)
2gold0 (general)
3Potion of ironskin0 (general)
4health potion0 (general)
5ring of invisibility0 (general)
6Voa’s ring0 (general)
7guard sword1 (weapon)
8rusty key0 (general)
9gold Key0 (general)
10silver key0 (general)
11amulet0 (general)
12soul gem0 (general)
13soul sword1 (weapon)
14crow bar0 (general)
15rune 10 (general)
16rune 20 (general)
17rune 30 (general)
18letter0 (general)
19orc’s blood0 (general)
20orc’s blood w/stuff0 (general)
21spider’s milk0 (general)
22spider’s milk w/stuff0 (general)
23ectoplasm0 (general)
24ectoplasm w/stuff0 (general)
25hist sap0 (general)
26hist sap w/ stuff0 (general)
27book of dw lore0 (general)
28dwarven gear0 (general)
29vial0 (general)
30vial w/elixir0 (general)
31iron weight0 (general)
32bucket0 (general)
33bucket w/water0 (general)
34fist rune0 (general)
35elven book (copy) DO NOT USE0 (general)
36elven book0 (general)
37redguard book0 (general)
38flora of hammerfell book0 (general)
39reference map0 (general)
40pouch0 (general)
41trithick’s map piece0 (general)
42silver ship0 (general)
43shovel0 (general)
44aloe0 (general)
45torch3 (hand object)
46monocle0 (general)
47red flag0 (general)
48silver locket that talks of lakene0 (general)
49redguard insignia0 (general)
50joto’s piece0 (general)
51flask of lillandril0 (general)
52talisman of hunding0 (general)
53izara’s journal open0 (general)
54canah feather0 (general)
55kithral’s journal0 (general)
56starsign’s book0 (general)
57izara’s journal closed0 (general)
58starstone0 (general)
59krisandra’s key0 (general)
60key to iszara’s lodge0 (general)
61necro book - view only0 (general)
62bar mug ..for thugs hands, etc0 (general)
63mariah’s watering can0 (general)
64glass bottle0 (general)
65glass bottle with water0 (general)
66glass bottle w/aloe and water0 (general)
67Strength Potion0 (general)
68bandage0 (general)
69bloody bandage0 (general)
70skeleton sword1 (weapon)
71keep out poster…mage’s guild0 (general)
72keep out poster…dwarven ruins0 (general)
73tobias mar mug0 (general)
74Bone Key0 (general)
75flaming sabre1 (weapon)
76goblin sword1 (weapon)
77ogre’s axe1 (weapon)
78dram’s sword1 (weapon)
79palace key0 (general)
80dram’s bow0 (general)
81dram’s arrow0 (general)
82silver locket that just says silver locker0 (general)
83island map0 (general)
84wanted poster0 (general)
85palace diagram0 (general)
86last0 (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 3 in the file, which the comment block does not define. The comment block describes type 2 as the hand-object type; type 3 appears 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 distinct game_object_file paths 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 add command, which uses item IDs matching the index numbers in this file.