Callighan Posted January 7, 2009 Share Posted January 7, 2009 I was wondering how to make your new items, effects, and such not get an "01" at the front. I'd like to be able to use getitem 0000something in game. And with my new item getting a 01something formid, I can't getitem it in game. If there's a way to make new items get 00 formids, that'll be great. But if you can't do so, having a workaround for using getitem in game is also welcomed. Thanks beforehand. Link to comment Share on other sites More sharing options...
EyesThatBlaize Posted January 7, 2009 Share Posted January 7, 2009 Any plugin will automatically have a load order ID. So, if there is something that is NON-STANDARD in the game, such as new items, which are stored in plugins... then you cannot, as far as I'm aware, prevent them from having a ## form ID. In the end, you actually can spawn new items with a new ID. For instance, if a newly created object was form ID 01031DD3, it could be spawned as such IN game. As long as the load order of the plugin is first. If you really need to know the Form ID of your items, load all plugins that you use at once, in the GECK, and it'll give you the form ID for each of them. Note that the form ID is subject to change if the load order changes. If I remember, Oblivion had a Mod Manager where you could set the load order, as well as view the load order's ID. I haven't seen one for Fallout yet, though. Ciao, -Blaize Link to comment Share on other sites More sharing options...
Callighan Posted January 7, 2009 Author Share Posted January 7, 2009 Aye thanks for the input. I'm using a Fallout Mod Manager at the moment. If I'm not mistaken, the first mod loaded is at the top of the list, right? Link to comment Share on other sites More sharing options...
nosisab Posted January 7, 2009 Share Posted January 7, 2009 Aye thanks for the input. I'm using a Fallout Mod Manager at the moment. If I'm not mistaken, the first mod loaded is at the top of the list, right?The former answer is correct and I just want to add the "why"While you are making the mod is supposed the only one marked (and maybe the only active) is it, so the 'hexadecimal' 01 on the index. It could get yet other number if some other mod is loaded too, as a parent .esm. This is unavoidable since is into the engine mechanics and things gets worser in game, as the load order can't be foreseen. The rule is counting the 'activated' esm/esp before the target mod. So, not counting the own fallout.esm if the mod is the 10th, the item will be indexed as 0A ... not 10... be aware of this detail. PS: the only way your item gets the 00 is if you change the own fallout.esm, thing I think you should never do, mainly if the mod is meant for public distribution. Link to comment Share on other sites More sharing options...
Callighan Posted January 7, 2009 Author Share Posted January 7, 2009 I see. I guess I'll leave it at that and use additem in game for testing purposes. Thanks a lot for the information. Link to comment Share on other sites More sharing options...
Ralkahn Posted January 10, 2009 Share Posted January 10, 2009 After making your .esp in the GECK, you could open it in the Plugin Editor in FOMM and change the FormID manually to whatever you like, including changing the load order prefix to 00. Just watch you don't overwrite anything important :) Also, the GECK will ever afterward complain about nonexistent IDs in the master file for each FormID you change. Link to comment Share on other sites More sharing options...
MadMattDog Posted April 8, 2010 Share Posted April 8, 2010 Sorry for the necro, but this thread is exactly what I need. I am having the same problem as people with the 01######## formid. But, I do not know how to change it with FOMM. And if my mod is loaded last and its number is 13 in FOMM, does that mean if I put in 13 instead of 01 I will be able to use additem? Link to comment Share on other sites More sharing options...
rickerhk Posted April 8, 2010 Share Posted April 8, 2010 Sorry for the necro, but this thread is exactly what I need. I am having the same problem as people with the 01######## formid. But, I do not know how to change it with FOMM. And if my mod is loaded last and its number is 13 in FOMM, does that mean if I put in 13 instead of 01 I will be able to use additem? you change the load order in FOMM by just dragging the mods up or down in the list. As you do this, the first two digits for the items in that mod change to the 'Mod Index' that you see at the top right in the FOMM window. So before you launch a game, make a note of the mod index of the mod that you want to 'additem's' from. If the Mod Index of a mod is 1F, that's what you use for the first two digits (don't convert it to decimal). Link to comment Share on other sites More sharing options...
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