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For future reference:
Its just that I have a mod which alters Skooma so that it is like it's Oblivion equivalent which increases your speed. Then I spawn 10,000 of the and drank them all at once.
Actually, replace the zeros with what ever number the mod for the skooma apprears in your load order. You'll get that number from BOSS or BASH (and maybe LOOT but I don't use it) or NMM. So if the Skooma mod is 26 in your load order, try [26057a7a] but I have a feeling that if the skooma you've consumed is part of a mod, they would have created an new object id for it and that requires looking at it in the creation kit to get the id. (or Possibly TES5Edit. I think you can get object id's for modded objects from TES5Edit).
Sorry if I have confused you but I am just spitballing ideas as I type. All of them should work to one degree or another.
Well, that definitively answers that question. That would be a yes, then.
Provided you know the object name (for example it could be 'super duper skooma') then all you need to do is open the console and type
help "super duper skooma"
You'll then get a list of anything in the game with that name (probably only one or two things in this instance, but if you typed in, say, "elven sword" you'd get a lot more results) which you can scroll through with Page Up/Down if need be, and the item's ID code will be there.
On the other hand, this mod may simply alter the effects of the regular skooma that's already in-game, in which case the vanilla code will be fine.