sullyvanj93 Posted June 24, 2023 Share Posted June 24, 2023 I'm cleaning up my mod in FNVedit to get rid of some unnecessary pieces of my mod as I start wrapping it up. I ran into a very peculiar (and kind of spooky) thing though. In Voice Type, a few of my custom voice types use 00 form IDs, rather than the 0A that all of my other objects use. These are showing as already used numbers from the vanilla game. I'll use one example, as I'm sure the others are exactly the same issue and (hopeful) fix. 00029FB1 is a custom voice type that I created for my main character. However, it also says that form ID is being used by the base game for "CBRadioConversation". So obviously, I'd imagine this would be incompatible. But this is where things get really interesting: Dead Money also uses that same form ID for NVDLC01FemaleUniqueNodialogue. AND Old World Blues uses it for NVDLC03MaleUniquePlayersBrain. So perhaps it is a non issue after all? Any ideas how my mod stole these form IDs from the base game? Any ideas on how to fix this without retracing too many steps here? Perhaps a shortcut through FNVedit that an experienced modder knows of? Anything beyond the most basic actions in that program scares me a bit. I don't mind sharing screenshots or even screen sharing if it would help. Thanks all in advance! Link to comment Share on other sites More sharing options...
sullyvanj93 Posted July 26, 2023 Author Share Posted July 26, 2023 Wanting to bring this up once more, just in case someone has experience in FNVedit and know whether these voice types might cause issues later on. I'm finding absolutely nothing online or discord channels. Link to comment Share on other sites More sharing options...
JimboUK Posted July 26, 2023 Share Posted July 26, 2023 Won't your IDs change once loaded into the game? 00029FB1 will become xx029FB1, xx being wherever it is in the load order. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted July 31, 2023 Author Share Posted July 31, 2023 If that is indeed the case and it resolves itself in game each time, then fantastic! Most of my mod's IDs already show their uniqueness within the geck itself, so these being different scared me. You're certain that is how they work? Link to comment Share on other sites More sharing options...
JimboUK Posted July 31, 2023 Share Posted July 31, 2023 I assume so, I have a lot of companions with the same IDs but they're on different esps, when I check those IDs with the console they start with the two characters that correspond to their position in my load order and then last six are the same. When one of those esps is loaded into the GECK they change to whatever position they are in the GECK. I'm editing an NCCS companion at the moment, I have the FalloutNV.esm loaded (00), NosCo Companion System.esm loaded (01) and the esp with the companion on it loaded (02) and the companions Form ID is starting with 02, which will change in game. Link to comment Share on other sites More sharing options...
M48A5 Posted August 1, 2023 Share Posted August 1, 2023 That is how it works. The first two digits of the form IDs that you see in FNVEdit are the position that the file as displayed in FNVEdit and has no relation to the position of the file in the load order. I have on numerous occasions checked in XEdit for a form ID and then replaced the first two digits with the load order number. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted August 1, 2023 Author Share Posted August 1, 2023 Outstanding, then I will disregard the issue entirely. Thank you both for putting my mind at ease! Link to comment Share on other sites More sharing options...
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