Difference between revisions of "FormID"

884 bytes added ,  01:33, 11 April 2006
imported>Juharfalvi
imported>Wrye
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==FormID Format==
==FormID Format==
The first two digits in the FormID reference the source of the object. "00" is Oblivion.esm. "FF" (255) is used internally by saves.  Anything between those two values is assigned dynamically based on the order the plugins load - if you've written down a FormID from your mod and it isn't working in game, it's probably loaded in a different order than it did in the CS.
The first two digits in the FormID are the ''modindex'', while the remaining six digits are the ''objectindex''. The objectindex numbers are unique within each mod -- i.e., no two data objects belonging to a mod will have the same object index (otherwise, you get bashing error messages).  


The other digits differentiate specific things within each master or plugin file.
The modindex reflects the load order of the mod in the current context. The "native" modindex is the modindex as seen in the CS. When playing, this is mapped to the "in-game" modindex. E.g. assuming that you create your mod with nothing but Oblivion.esm loaded, then Oblivion.esm is first and has modindex 00, while anything created by your mod has modindex 01. (If there were a master mod which loaded before Oblivion (which there isn't, but just supposing), then it would have modindex 00, Oblivion would have modindex 01, and your mod would have modinex 02. In-game, if your mod loaded 12th, then its in-game modindex would be '0B' (= decimal 11).
 
==In-Game Modindex==
A cheap way to figure out the in-game modindex for your mod is to (in the construction set), drop an object in an easy to locate place. Then while playing, console-click on the object to get its modindex.
 
==See Also==
* Wrye Musings: [http://wrye.ufrealms.net/Oblivion%20FormId.html FormIds] and [http://wrye.ufrealms.net/Oblivion%20Mod%20Integration.html Mod Integration].
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