MrShoe Posted February 8, 2009 Share Posted February 8, 2009 I seem to have a problem with certain mods getting erased, overwritten, or simply conflicting with another mod. Specifically with added uniques and weapons to the game simply not showing up altogether. Only have a couple added mods, and it seems to me that the one weapon mod I have, joefox classic fallout weapons, has matching editor IDs with a bunch of other none weapon related mods. Does this cause problems? If not what is causing my classic weapons mod to not work, none of the guns will show up or come to me when i additem. I've tried to single it out but it's a cluster of mods and I can't think of anything short of editing every single editor ID to not be the same as another. Thanks for any help. Link to comment Share on other sites More sharing options...
Baelkin Posted February 8, 2009 Share Posted February 8, 2009 It sounds a lot like mod conflicts, as the game doesn't really discern between Editor IDs at all. If you have a mod with a weapon which uses FormID # 1234567 and another mod with a piece of architecture which also uses FormID # 1234567, the two mods will conflict regardless of the actual "type" of the object. Typically you see this kind of conflict if you are using mods that have hardcoded FormIDs as the game cannot dynamically these according to load order. Link to comment Share on other sites More sharing options...
MrShoe Posted February 8, 2009 Author Share Posted February 8, 2009 So if people are careless and make very subtle differences in IDs two mods might have the same set of them and therefore conflict? Is that right? Link to comment Share on other sites More sharing options...
Baelkin Posted February 8, 2009 Share Posted February 8, 2009 So if people are careless and make very subtle differences in IDs two mods might have the same set of them and therefore conflict? Is that right? Yes, if the IDs are hardcoded into the mod. When you make mods with the GECK, the IDs are assigned dynamically according to load order system which is designed to avoid conflicts, but if the modder decides to edit the plugin using the FOMM plugin editor or similar tool, he can overwrite this system and have the mod's contents use a fixed ID, which bypasses the dynamic load order ID assigned by the game. If two modders then have settled on the same numbering system of their object IDs there will eventually be problems. Link to comment Share on other sites More sharing options...
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