Ripper1302 Posted February 15, 2016 Share Posted February 15, 2016 I think I understand what a base id number and reference id number are. My confusion comes from when I want to add a stand-alone item to my character or to an NPC using the console. If I understand correctly the first two numbers of an base id or reference id correspond to its load order in the game. So if the item I want to add is created by a mod that NMM says is load order 10 I replace the first two digits of the id with "10". Is this correct or am I misunderstanding the load order information in NMM? If I want to add another copy of the item later, but have rearranged the load order in NMM does this change the id number? Thanks. Link to comment Share on other sites More sharing options...
KimberJ Posted February 15, 2016 Share Posted February 15, 2016 If I make myself, that's the base, if I place that into the world that's the reference, it's a reference to the base so the game has something to put there. You know using various forms we filled out. Maybe more easy to remember in that the base is also the form ID, base form. The engine automatically renumbers form/reference IDs if there is a change, it's best not to change it though, get it going stable an use it till it's time for a change or rebuild. It's all old rules though, as it's post Skyrim CE tech now. Lot of changes to stuff that won't really be figured out until the CE comes out, an patches with that. In the past it wasn't a good idea to work with references inside a 3rd party editor, or the console, but it's old information, I'm just saying be careful, an don't forget all this crap is experimental at best till the CE. o/ Link to comment Share on other sites More sharing options...
wax2k Posted February 15, 2016 Share Posted February 15, 2016 (edited) And to answer the question: Yes, the first two digits represent the load order number of the file/mod, which provides the item and it will change accordingly when changing the load order. The other digits however will remain the same, as long as they aren't changed by an update/change to the mod itself. Created objects however are not only saved with their reference id but also with the according name of the mod file. So renaming an .esm/.esp will lead to deletion of that created object when loading a saved game afterwards. It can however be created again using the same base id in that case. Edited February 15, 2016 by wax2k Link to comment Share on other sites More sharing options...
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