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Keeping formIDs constant?


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Welp, The Massive Mojave Mod Mashup Compatibility Patch Mod (MMMMCPM) blew up in my face spectaruarly. It would seem that the formIDs for mods change even with a designated load_order.txt.

 

For example, in MMMCPM entries from Leveled List Organizer uses FormIDs 29******. Yet, when all of the mods are download, installed via package manager, and the load_order.txt is imported the FormIDs are different! Should that happen?

 

To deal with older versions of mods not being reliably available I will start asking for permission to redistribute and/or modfuse mods. Such is not allowed with larger mods (Eg Project Nevada).

 

This was supposed to be my means of making a first good impression, now I look like an idiot.

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You didn't actually use hardcoded hexadecimal FormIDs to reference objects in your scripts, did you?

In all GameBryo engines the first 2 digits of these are load-order-dependent and as such different for every single installation which isn't an exact copy of the creator's, no more plugins, no less, and the exact same order.

 

That's why in scripts you always use the EditorIDs, the human-readable non-numeric identifiers, to reference objects. The FormIDs they refer to will automatically update with the load order.

 

To use objects/items from another plugin in your's there's 'mod de-isolation' and making the others 'parents' of your's, so your's will know their EditorIDs. (Well at least that's the case for Oblivion and Skyrim. I doubt FO3 will be that much different.)

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You didn't actually use hardcoded hexadecimal FormIDs to reference objects in your scripts, did you?

In all GameBryo engines the first 2 digits of these are load-order-dependent and as such different for every single installation which isn't an exact copy of the creator's, no more plugins, no less, and the exact same order.

 

That's why in scripts you always use the EditorIDs, the human-readable non-numeric identifiers, to reference objects. The FormIDs they refer to will automatically update with the load order.

 

To use objects/items from another plugin in your's there's 'mod de-isolation' and making the others 'parents' of your's, so your's will know their EditorIDs. (Well at least that's the case for Oblivion and Skyrim. I doubt FO3 will be that much different.)

Ok none of that was in the FNVedit training manual. I did almost everything via copy as overide. Wow. Oops.

 

If I am to use the EditorIDs only, I assume that copy as override is not applicable?

 

I wonder if I could use that FNV Plugin Utility to merge one set of mods and a manually created compatibility patch, then another and then merge them.

 

Is this applicable?

I use FNVEdit to merge mods, though it can be a bit hit or miss at times.

If your not carefull you'll end up with FormID conflicts or dirty records.

 

The method that works best for me is to first use the "Renumber FormIds From..."

function on each file you want to merge, giving a unique six digit number to each

(100000, 200000, 300000, etc).

 

Then open up the hierachy of all the files you want to merge and select everything

between the first header of the first file to the last record of the last file

(worldspace, static, whatever it may be), followed by the "Deep copy as override into..."

function to create a new Esp.

 

Open up the header of the Esp you just created and manually remove any files you just

merged from the Master Files list.

 

Close FNVEdit, saving only the new Esp.

 

As a final step you can open everything up again in FNVEdit and use the "Check for errors"

function on the non merged Esps and compare the amount of errors to the merged Esp,

if its roughly the same its good to go.

If you do this step before closing it down it won't always give you an accurate result.

Edited by ThomasRK1000
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