geekminxen Posted September 23, 2015 Share Posted September 23, 2015 I thought this just happened to me because I'm so lucky, but I've had someone post on my mod's thread with a problem that I suspect is the same. The load order number displayed in FOMM doesn't always match the in-game number (you know, the xx000000 ref or obj #, replace "xx" with the load order number, only the number FOMM gives is wrong). Has this happened to anyone else? Is there a fix or work around? And please forgive my confusing explanation of the problem. I am, as is often the case, horribly sleep deprived. Link to comment Share on other sites More sharing options...
M48A5 Posted September 23, 2015 Share Posted September 23, 2015 (edited) To what are you comparing the object number that leads you to believe the number is incorrect? If your mod does not add a unique "Benny" to the game, the load order number will not correspond with the Base Object Number that would be displayed by NVSE. It appears that what you are using is the Fallout: New Vegas "Benny" and adding additional voice files and some other articles that change but do not replace the base "Benny". Therefore, you would need to obtain the Base Object Number for the "Benny" that is in the base game in order to use any console commands that would affect the NPC. Edited September 23, 2015 by M48A5 Link to comment Share on other sites More sharing options...
madmongo Posted September 23, 2015 Share Posted September 23, 2015 The mod index list in FOMM is the order that you tell Fallout to load mods. However, if a mod needs a particular esm file, that esm might get loaded before its number comes up in the order listed in FOMM. That can cause your mod index numbers to get shifted around. You can also have esm files that aren't checked in FOMM but are required by another mod, which will cause that esm to get loaded. This will also get your mod index numbers out of order. While the numbers may not match what you expect them to be, it is generally not a problem. If you poke around with the mod index numbers from items in game, you can generally figure out what the actual mod load order is. Then you can re-arrange the list in FOMM so that the mod that is loading before you are expecting it actually shows up in the list where it is being loaded. Link to comment Share on other sites More sharing options...
geekminxen Posted September 23, 2015 Author Share Posted September 23, 2015 If your mod does not add a unique "Benny" to the game, the load order number will not correspond with the Base Object Number that would be displayed by NVSE. It appears that what you are using is the Fallout: New Vegas "Benny" and adding additional voice files and some other articles that change but do not replace the base "Benny". The mod index list in FOMM is the order that you tell Fallout to load mods. However, if a mod needs a particular esm file, that esm might get loaded before its number comes up in the order listed in FOMM. That can cause your mod index numbers to get shifted around. You can also have esm files that aren't checked in FOMM but are required by another mod, which will cause that esm to get loaded. This will also get your mod index numbers out of order. While the numbers may not match what you expect them to be, it is generally not a problem. If you poke around with the mod index numbers from items in game, you can generally figure out what the actual mod load order is. Then you can re-arrange the list in FOMM so that the mod that is loading before you are expecting it actually shows up in the list where it is being loaded. M48A5 I didn't use the vanilla Benny. The version in my mod is a whole new Benny, so he does have a mod-specific base ID. But thanks for trying to help. madmongo Thank you for the advice. That's how I've usually done it (checking the ref # of other objects to find out where FOMM has sorted the mod), and it sounds like that's the only solution here. Thanks for the explanation for why it might be happening, too. Link to comment Share on other sites More sharing options...
luthienanarion Posted September 25, 2015 Share Posted September 25, 2015 (edited) If you have my NVSE plugin installed, you can simply lookup FormIDs in the console:search "benny"Forms listed as type "NPC_" are NPC base forms, and "ACHR" are actor references. The IDs shown by the 'search' function cannot be incorrect, as they are determined directly from the loaded game data. Edited September 25, 2015 by luthienanarion Link to comment Share on other sites More sharing options...
geekminxen Posted September 26, 2015 Author Share Posted September 26, 2015 If you have my NVSE plugin installed, you can simply lookup FormIDs in the console: search "benny"Forms listed as type "NPC_" are NPC base forms, and "ACHR" are actor references. The IDs shown by the 'search' function cannot be incorrect, as they are determined directly from the loaded game data. Cool, thank you! I appreciate it. Link to comment Share on other sites More sharing options...
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