Alright, I'm gonna try to make sense of all this despite the fact that I'm tired, frustrated, and ... well... really tired. So, I've been installing mods like mad and enjoying most of them. However, upon the release of the GECK, I discovered recently that some of the mods I'd been playing with were beginning to malfunction in some really odd ways. I discovered, after a lot of attempts to fix the issue in GECK, TESsnip, and FO3Edit, that the issue was due to duplicate Form IDs. This would usually not be a problem due to the way Oblivion, and thus Fallout 3, handles this problem. I discovered a post about 4 or 5 pages down the list in this forum that the first two numbers of a duplicate Form ID are replaced with the number corresponding to the plugin's order-number in plugins.txt. Here's where it gets rather confusing. There's a mod I have been using for some time that adds a bunch of scripts that mimic the functionality of the Ghoul Mask that is in the default game. This allows you to be disguised as a raider when wearing raider armor, meaning the raiders will not attack you when wearing their armors and will even stop attacking you if you put the armor on after thay've already spotted you. However, if you attack one it will still fight back, stopping that defensive attack if you stop attacking it. Yes, I know it feels a bit like cheating, but it's the best I've seen so far. It works great on it's own, but then another mod came about that added a new weapon with it's own script. The weapon itself had a unique Form ID, but the script ID was the exact same as the ID for the script handling the raider armor in the other mod. Somehow, due to the order of loading, suddenly the weapon was working fine, but the raiders were no longer responding to the armor. Oddly enough, a third mod which added a Raider Friend Perk was causing the raider's dogs to see me as a friend, but the raiders themselves were still attacking me while I wore their armor type. Still with me? Okay, so I had to conclude that when Fallout 3 modifies the Form ID of the duplicate item, it does not check for references to it, or from it, and make the proper adjustments to their corresponding Form ID references. This is where it gets confusing to me, because, so far as I know, there's no way to tell a piece of armor to reference a certain script Form ID while allowing for a certain number of possibly random digits caused by plugin load order. I did a bunch more investigating and found a number of cases where modded items were referencing FLST items that were actually the IDs for scripts, and several script items that were referencing ARMA IDs. I even found a few container items that turned out to be the IDs for a MESG item. These conflicts are present BEFORE being loaded into Fallout 3, and after my attempts at fixing them and testing them, the results were even more broken in-game due to the reassignment of the first two ID digits, which I didn't even known about until after those tests when I decided to check these forums. So, now that you're all totally convinced of my insanity after reading and re-reading this post several times, and beginning to doubt your own insanity, I pose this question... How the HECK are we going to resolve this issue? In other games that used hex-based IDs for mod items, the community had to develope scripts, and eventually whole programs, which could open the mod's files (sometimes as simple as XML-based scripts/lists) and check them for ID ranges that had been registered for use by a certain registered modder. The mods were then either filtered and denied posting on the website if their IDs were out of bounds, or they would flag them as Safe or Not Safe on the download page. I've also known a few cases, though I can't exactly remember them working very reliably, where programs were developed to scan for these types of conflicts in a wide number of mods, and then provide either a patch-mod which would be loaded AFTER the conflicting mods containing only the conflicting items and their adjusted IDs, as well as any objects referencing them, or the programs would edit the mod's own files and re-package them with the fixes items so that every ID was unique. However, we're not jsut making new items here, we're modifying original items too, and if the above fixes were to be developed we'd have to make sure we're not fixing things that are supposed to be a duplicate of a master-entry. Those Form IDs are supposed to be the same, or it's no longer a replacemement. And finally, with this system of Form IDs, eventually you'll end up with too many unique IDs for brand new items than the 8-digit hex IDs will no run out of possible numbers (unless you can have Form IDs longer than 8 digits.) so, when the last mod comes out with a Form ID of FFFFFFFF (8 Fs) then we're all done and royally screwed. As my eyes become rather blurry and I loose my ability to type with some level of accuracy... not to mention high winds starting outside threatening my power... I will leave you all to contemplate our fate however grim it may be. We're gonna need some sort of fix, or solution program, eventually. Good Luck. Gaal