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Formid question


Raidernick

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This is probably a stupid question but it's been plaguing me for a while and I've finally gotten sick of it. I notice how all mod formid have a xx in the beginning and I know that this xx stands for the mod load order index number. I looked this number up in fomm and trust me I know it is the right number. However whenever I try to execute any console command that uses any formid from any mod it doesn't work. I always make sure I use the correct mod index number and it always tells me that it can't find the formid. Edited by Toxic_Tripod0
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I hope you are aware of what .esm files do and what .esp files do.

 

Here is a possible scenario for your case.

Let's suppose you had a load order like this.

 

00 FalloutNV.esm

01 DeadMoney.esm

02 OldWorldBlues.esm

03 Mod01.esm

04 Mod02.esm

05 Mod03.esm

06 Mod04.esm

07 PlugIn.esp

08 SomeMod.esp

 

let's say, you play the game for a while, make multiple save files as you progress.

 

and after a while, you decide to get rid of Mod02 and Mod03, so your current load order changes like this:

 

 

00 FalloutNV.esm

01 DeadMoney.esm

02 OldWorldBlues.esm

03 Mod01.esm

04 Mod04.esm

05 PlugIn.esp

06 SomeMod.esp

 

Here is your case. Mod04 tells you to add item with command that uses mod index XX.

FOMM will tell you that Mod04's mod index is 04.

 

However, your save file will think that Mod04.esm is still 06 because even if you removed Mod02.esm and Mod03.esm

they make copies of themselves into the savefile. Thus, your save file logically contain Mod02 and Mod03.

 

This is the nature of .esm file. If mod index number is incorrect add digits (same amount as .esm files you removed), and increment the mod index and keep trying until you get it right.

Edited by dree74
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DOH! Thanks for reminding me. I had forgotten about that since I rarely ever add new master files to my load order or change the order of the existing ones. I just reloaded masters in wrye bash and it fixed the problem. Edited by Toxic_Tripod0
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