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problems with esp, esm, and formID


vashts1985

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so im trying to set up some esm/esps for F03 and im having a heck of a time. ive already asked over there and received no response, and the only reason i am asking here is because it has everything to do with ModIndexs and formid's problems and is based off of information that i have found from TES4. i figure that the TES4 crowd might have a bit more experience troubleshooting problems like these, and i am prepared for it to be a an issue with how the updated engine handles such things, but at the same time, i think it could be that im just doing something wrong.

 

so, since i started creating plugins with FOMM(OBMM) for Fo3, everything worked at a modindex of 00. this seems to contradict the info i have found that the modindex should be set to the load order of the mod. well i now have need of a separate file that contains some new information that my plugins can pull from, mostly to keep my own mods from conflicting with each other and also in hopes to lessen conflicts with others. now ive set up a esm containing previous records i have made and added new records, then changed their modindex to 01 (at least i think it should be 01, as it would load after the fallout.esm) my first test, all the previous entries i had made (that were still at an index of 00) worked like they should, however any of the new entries i had made (at 01) did not. i figured it was the modindex that was not working so i edited everything back to 00. nothing has changed. the stuff i had added, regardless of the mod index, just do not show up in game. i have tried bating and switching to an esp and ive also tried editing the indexes to be all 00 or all 01 and nothing...

 

can anyone clue me in as to anything im missing, or to some information that would help? ive looked through the TES4 wiki a bit and not really found a solution.

 

Thanks

-Vashts

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so im trying to set up some esm/esps for F03 and im having a heck of a time. ive already asked over there and received no response, and the only reason i am asking here is because it has everything to do with ModIndexs and formid's problems and is based off of information that i have found from TES4. i figure that the TES4 crowd might have a bit more experience troubleshooting problems like these, and i am prepared for it to be a an issue with how the updated engine handles such things, but at the same time, i think it could be that im just doing something wrong.

 

so, since i started creating plugins with FOMM(OBMM) for Fo3, everything worked at a modindex of 00. this seems to contradict the info i have found that the modindex should be set to the load order of the mod. well i now have need of a separate file that contains some new information that my plugins can pull from, mostly to keep my own mods from conflicting with each other and also in hopes to lessen conflicts with others. now ive set up a esm containing previous records i have made and added new records, then changed their modindex to 01 (at least i think it should be 01, as it would load after the fallout.esm) my first test, all the previous entries i had made (that were still at an index of 00) worked like they should, however any of the new entries i had made (at 01) did not. i figured it was the modindex that was not working so i edited everything back to 00. nothing has changed. the stuff i had added, regardless of the mod index, just do not show up in game. i have tried bating and switching to an esp and ive also tried editing the indexes to be all 00 or all 01 and nothing...

 

can anyone clue me in as to anything im missing, or to some information that would help? ive looked through the TES4 wiki a bit and not really found a solution.

 

Thanks

-Vashts

Modding for the two games is handled totally different. Oblivion has a CS which creates plugn files with the proper headers and extra data so that the form IDs do get altered based on load order. Fallout does not have a CS, so the header needs to be manually adjusted, and the load order thing may not even be happening any more. Additionally, with FO3 modding, most of what you are doing is altering existing records, which would remain in the 00 index in order to overrwrite the records in the .esm.

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