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Base ID Finder


Avrael

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Hi,

 

I've been searching for this for a long time and only things i found were programs to find the Base ID but only for Oblivion. The TESnip in the FOMM doesn't give you the Base ID but the Form ID which is not relevant and doesn't allow you to spawn items.

 

My request (and probably a hell other people) to make program which will print a list of Base ID for your Fallout 3 and the add-ons and mods. So for example it will give you a file maybe in .xfs format with Base ID, Name, Mod name. This would be really amazing if you could do it.

 

If there is already such a topic, sorry for doubling but i couldn't find anything, and if there is such a program please give me the link.

 

Regards.

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.....

Base-IDs are the names of items/objects/actors/etc....almost everything that can be found in the object window. These are made for the reason they can be used in scripts and are displayed throughout the geck instead of the Form-IDs.

They are both the same...they just have another form. I'm not sure what its use could be as Base-IDs only apply to one mod, other mods can have the exact same Base-ID name...but just have another Form-ID that makes sure they'll not conflict with each other.You'll always need the form id of items to add them to your inventory in the console. Inside geck it's either the form-id or the Base-id depending on its use and dependencies, but normally the base-id.

 

I'm not sure where you after with this, could you elaborate? And to what program of oblivion do you refer that would be having that option?

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I mean that in TESnip the Form ID doesn't work when you type in "player.additem (Form ID)" because it says that it couldn't find while when i type in the Base ID of the item it gives it for me. I am referring to program RefScope and FormIDFinder. The RefScope shows you the Base ID of the item and shows what mod is it from etc. I will also give other example. When you open the console, and click on an item it gives you for example ff023230 (it's just example) but when you have the item in your inventory and you type in "player.showinventory" it says 1405454d (again it's just example). It gives two different ID's while the first one even though i know what mod is it and i give the order number from fomm it doesn't work while when i type in that second it gives me the item. Maybe i mix the two names but I am 99.99% sure that TESnip doesn't give the Base ID and you can't use it to add yourself the item.
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You must understand the difference between objects and references. Some functions acts over the objectID, or FormID, that is the 'spawn' functions you want while enable/disable acts over the ReferenceID that is the unique ingame identification each instance of the object gets (by explicitly naming it in the placed item property or just by the engine).

 

The reason the ObjectID may be failing for you is because it is dynamically prefixed, I mean, the first two hex digits are mod order dependent. So, for instance, the item you want to spawn is from a mod that is the 11 (counting Fallout3.esm itself and that is 00) the prefix is 0A.

 

It's very easy to know the correct prefix to use, just look for it in FOMM, it will be at the side of the mod name. Remember the whole number is 8 hexadecimal digits.

 

PS: Using your own example; ff023230 is the referenceID of some ingame object, it is always unique, in that case it was given by the engine itself... but it can't be used to spawn an item although should be what would be used to enable/disable it.

 

To spawn you must reference the formid, the 'blueprint' the engine will use to load the item, that is the reason you MUST supply the amount too. In that case of the mod being the eleventh and supposing it shows as 01000234 in geck; the command is:

 

Player.additem 0A000234 1 (the lone 1 being the amount you wish to spawn)

 

PS: I understand now (sorry for being so slow) you are asking for a mod that get that information "in game", well, I don't know any one but the above information will get you the item. To get that information in game in Oblivion it was need not only OBSE at first as a plugin for it called pluggy (I don't know if the newer OBSE versions could avoid the pluggy usage, some new functions pointed it would eventually occurs), I don't know if FOSE has the functions needed to allow it.

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Base ID's are a subset of Form ID's. This article explains things well, but I think an example of these and some other terms would be helpful.

 

Let's take the desk in the bedroom of the Megaton Player House:

 

Reference ID: 0007B295 <-- this is the Form ID of the specific desk in the Megaton Player House

 

That desk is an instance of a Base Object:

 

Editor ID: DeskOfficeCornerMetal <-- shown in the GECK, FO3Edit, and TESsnip (this is how you refer to objects in script)

Base ID: 0003AEFB <-- this is the Form ID of the desk Base Object

 

Of course, the same desk appears in many other places in the game, and each one of those has it's own Reference ID. For example, the same desk in Lucas Simms House:

Reference ID: 00003A29 <-- the Form ID of another instance of the same DeskOfficeCornerMetal (0003AEFB) Base Object

 

There is no such thing as an Object ID*, although when used it usually means the Editor ID of a Base Object. Base Form is very often used to refer to the Editor ID of a Base Object as well.

 

Now, to address what I suspect is your actual problem, the first two digits of any Form ID indicate the index of the Data File module where it's defined. This index is only relevant to the list of Data Files currently loaded in whatever program you're viewing them with. When you use TESsnip to simply view a mod file, it only loads Fallout3.esm (mod index 00) and the selected mod file (mod index 01). I assume you're trying to use Form ID's prefixed with 01 when you use player.additem in the console. This won't work unless that mod is the second item in your load order, immediately after Fallout3.esm.

 

As nosisab says, the easiest way to find the right prefix to substitute with is to look at your load order in FOMM (that's why there's a column labeled "Mod index"). Also, when you launch FO3Edit, by default it has all the files in your active load order selected. If you let FO3 load up with all that, when you view individual records, the full Form ID you see on Base Objects will be the same you'd use in-game. Keep in mind that as soon as you change your load order in any way, any or all mod prefixes could change (except for Fallout3.esm of course). This is why when people list Form ID's (item codes) of items from anything other than Fallout3.esm, they prefix them with "xx" or something else, for example the Auto Axe would be xx0032E1.

 

Lastly, since Form ID's are in hex, the two-digit prefix allows for 256 items, that is 00 - FF is equivalent to 0 - 255. As already explained in a previous post and in the article I mentioned, the FF prefix is reserved for objects dynamically generated in-game, such as dropped items, things created by scripts, projectiles, etc. This is the reason there is a limit of 255 files in your load order.

 

*Technically, there's no such thing as a Base ID or Reference ID either, in as much that those terms aren't defined or used anywhere in the GECK or other FO3/Oblivion editing tools, however their meanings are unambiguous, and used consistently throughout the modding community. Object ID on the other hand isn't used as frequently from what I've seen, and is sometimes used to mean different things.

 

Class dismissed. :sleep:

 

 

About your request:

My request (and probably a hell other people) to make program which will print a list of Base ID for your Fallout 3 and the add-ons and mods. So for example it will give you a file maybe in .xfs format with Base ID, Name, Mod name. This would be really amazing if you could do it.

I can do this. Actually I already have (that's how I've generated all my lists of vanilla and/or mod data), but I code in Perl, which isn't ideal for creating executable applications. I've always thought it would be useful to convert this to a CGI script so it could be used as a web app, but I've always had trouble getting CGI set up and working, and I don't currently have any hosted webspace, so someone would have to host it elsewhere.

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  • 1 year later...
  • 4 months later...

That's a really great description, I got a slightly more in-depth question though say you use a ridiculous number of mods and as such when looking at the Fomm screen and viewing the load order it has a large amount of the bold scripted mods and the the rest of the load order.

 

Well first up on the non bolded mods is WMX that dear little mod that hopefully adds all the new weapon mods which are missing but due to the wonderful creator deciding that making them available somewhere other than by random chance would be too much fun. (trouble with random is you can never get them sometimes the joy.)

 

Anyhow I have the mod loaded in and the mod index says it is 0D now if I look at the actual imod description files using TESsnip then it tells me that the anti material rifle mod that I want but can never ever find anywhere. is listed as 01008a28 as the code. So using the methodology as was described I tried getting it in console by typing player.additem 0D008a28 1 is this supposed to be correct or have I screwed something up in my understanding of this? (Because it still doesn't work)

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  • 2 weeks later...
  • 8 months later...

You can do it by opening the console, clicking on the item you want to find the ID of (please note that it must be a single item so if you want to find the ID of EC packs you'd need to drop only one and click on it from console after dropping it) and then typing "gbo" (meaning "get base object", also don't include the speech-marks but I'm sure most people who've ever used the console know not to type them already though). The console will then display the ID and then you just need to do "player.additem <the ID the console just gave you> <amount you want> <condition (if adding armour or weapons only)>".

 

You've probably noticed that this method requires you to own the item you want to add, but then again I'm pretty sure the same was true for the Oblivion BaseID Finder mod. And before I forget...

 

!!! THIS REQUIRES FOSE AS THE GBO COMMAND IS PART OF THE ADD-ON !!!

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