shuriken88 Posted December 16, 2016 Share Posted December 16, 2016 (edited) One of my fave ways of loading outfits since I discovered it in Skyrim, is to find the "index" or ID of an outfit and all its parts, then create a text file which becomes a console command in the game. So, when I type "Blah blah suit 1" or whatever into the console, it equips Piper with any number of seperate outfit pieces all in one go. I used to create big lists of these "quick load commands" in Skyrim so I didn't have to keep on typing longwinded stuff in the console. It also means you can try loads of custom outfits without having to worry about inventory space and you don't even have to go into the NPC inventory to equip stuff. All in all, a great timesaver, but theres ONE problem and its a HUGE problem let me tell you. As soon as you install even ONE extra mod, unless you put it right at the bottom of the load order, this will cause any ESP underneath to change its ID, meaning that if theres 20 outfits below, then all 20 of them will no longer load using batch commands. Is there anyway around this because its a real PITA when you spend hours making batch txt files and then suddenly you have to go back in and change every one of them. Its one of those "f*ck this I can't be bothered" types of things but there MUST be a way round this right? Right?? Edited December 16, 2016 by shuriken88 Link to comment Share on other sites More sharing options...
kitcat81 Posted December 17, 2016 Share Posted December 17, 2016 (edited) One of my fave ways of loading outfits since I discovered it in Skyrim, is to find the "index" or ID of an outfit and all its parts, then create a text file which becomes a console command in the game. So, when I type "Blah blah suit 1" or whatever into the console, it equips Piper with any number of seperate outfit pieces all in one go. I used to create big lists of these "quick load commands" in Skyrim so I didn't have to keep on typing longwinded stuff in the console. It also means you can try loads of custom outfits without having to worry about inventory space and you don't even have to go into the NPC inventory to equip stuff. All in all, a great timesaver, but theres ONE problem and its a HUGE problem let me tell you. As soon as you install even ONE extra mod, unless you put it right at the bottom of the load order, this will cause any ESP underneath to change its ID, meaning that if theres 20 outfits below, then all 20 of them will no longer load using batch commands. Is there anyway around this because its a real PITA when you spend hours making batch txt files and then suddenly you have to go back in and change every one of them. Its one of those "f*ck this I can't be bothered" types of things but there MUST be a way round this right? Right??There are 2 ways around it, the first one will work only if there are no other items with the same id (excluding the first 2 numbers) that can be equipped. You just include all possible ID-s in your bat. For example, placing a raider settler from the Nuka World when you don`t know the DLC loading order can look like this(this is all in the same bat file):player.placeatme 0100be4bplayer.placeatme 0200be4bplayer.placeatme 0300be4bplayer.placeatme 0400be4bplayer.placeatme 0500be4bplayer.placeatme 0600be4bThe game will only place the one that actually exists. But this is difficult to use when you have dozens of mods. Another way is to use some program where you can change your load order as you need. The NMM has such option, but I never used it really so I can`t tell much about it. Edited December 17, 2016 by kitcat81 Link to comment Share on other sites More sharing options...
shuriken88 Posted December 18, 2016 Author Share Posted December 18, 2016 (edited) Thanks I'll see if I can get that first method working for me but I'm not sure I completely understand how it works. So, are the 1st 2 digits the only ones that will change? I don't know too much about the system behind the ID's (all I "think" I know is that the position of a mod in the load order decides the 1st 2 digits, aside from that, I could never see any pattern but I'm not exactly good at finding systems within codes!). I do have a lot of mods (around 30, mostly outfits) but maybe I can work with this "1st 2 digits" method Edited December 18, 2016 by shuriken88 Link to comment Share on other sites More sharing options...
kitcat81 Posted December 31, 2016 Share Posted December 31, 2016 Thanks I'll see if I can get that first method working for me but I'm not sure I completely understand how it works. So, are the 1st 2 digits the only ones that will change? I don't know too much about the system behind the ID's (all I "think" I know is that the position of a mod in the load order decides the 1st 2 digits, aside from that, I could never see any pattern but I'm not exactly good at finding systems within codes!). I do have a lot of mods (around 30, mostly outfits) but maybe I can work with this "1st 2 digits" methodIt works very easy. The game will try to spawn all this objects, but as only one of them actually exits, the game will spawn only the existing one. For oithers it will show an error in the console like if you typed a wrong ID and that such iD does not exist.First 2 numbers tell the game about the number of the esp in the load order where it should look for the item. So if you add many lines changing only the first two numbers the game will try to find this ID in many plugins in the same time. But as this ID actually exist only in one of the plugins, it will spawn only 1 object. Though in rare cases it`s possible that some another mod can have some item with the same id and if it`s an object you can get some unexpected extra item :) So it is not very relible way, especially when you have many mods. Why do you need to change the load order each time? Most mods don`t require to change the load order. Link to comment Share on other sites More sharing options...
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