MofoMojo Posted December 5, 2011 Share Posted December 5, 2011 Hey, I don't know whether this has been discussed or if there's a better way this is handled (through mod manager or whatnot) but object IDs. A lot of people tend to like adding new base objects into the game and I can see there being a potential for IDs to get used twice so that they cause conflicts between mods. The IDs are made up of eight hex values between 00000000 and FFFFFFFF. What if everyone prefixed them with their nexus user ID value in HEX format? For instance, my user id on Nexus is 78651, This is the value when you click on my name on a mod and get the following URL: http://www.skyrimnexus.com/modules/members/index.php?id=78651. Turn that to HEX, and you get 1333B. Any new objects I create would use that as a prefix, starting with the first one: 1333B001, and so on 1333002, 1333B003. Now the caveat to that is users with IDs starting at 1048576 and above would get fewer items because that HEX equivalent is 100000, leaving on two hex values. That would still allow for up to 256 items to be created, and it would be highly unlikely that you'd run into duplicates if you needed to use some additional slots. You'd be a lot more restricted if you're the 16,777,216th registered user or higher. Just a thought. Probably needlessly complicated but eh. I think I plan to do that for mine. -MM Link to comment Share on other sites More sharing options...
Phate3 Posted December 5, 2011 Share Posted December 5, 2011 That's actually a great idea, i think i'll start doing that. I was worried about overlapping ID too, never thought of a method to sort that out until the creation kit comes out. Link to comment Share on other sites More sharing options...
Sunnie Posted December 5, 2011 Share Posted December 5, 2011 (edited) @the OP - you must not have any experience modding this engine. It doesnt matter how many mods all use the same Editor ID because each esp gets assigned its own base address. Example... Load Order:Skyrim.esm: base address is 00 or 0000000f (gold coin)update.esm: base address is 01 or 0100000f (something different but has the same base ID of 00000f)PlayerMod.esp: base address 02 or 0200000f (player made item that uses base ID of 00000f) So you see, the game engine automatically assigns the first part of the ID from the load order base address, so no two items in different mods could ever conflict in Editor ID number. Edited December 5, 2011 by Sunnie Link to comment Share on other sites More sharing options...
MofoMojo Posted December 5, 2011 Author Share Posted December 5, 2011 @the OP - you must not have any experience modding this engine. It doesnt matter how many mods all use the same Editor ID because each esp gets assigned its own base address. Example... Load Order:Skyrim.esm: base address is 00 or 0000000f (gold coin)update.esm: base address is 01 or 0100000f (something different but has the same base ID of 00000f)PlayerMod.esp: base address 02 or 0200000f (player made item that uses base ID of 00000f) So you see, the game engine automatically assigns the first part of the ID from the load order base address, so no two items in different mods could ever conflict in Editor ID number. Very good. Plenty of experience modding gamebryo but it's been ... years ... since Oblivion released and most of my work was script work, not new items. Very good to know though, thank you for explaining it!!! Sounds like this should be closed and locked. -MM Link to comment Share on other sites More sharing options...
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