Difference between revisions of "FormID"

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==Form ID==
An object's Form ID is a [http://en.wikipedia.org/wiki/Hexadecimal hexadecimal number] used to refer to the object from within Oblivion.  An object may be referred to by its EditorID within the CS (in scripts and etc.), but you ''must use the FormID for console commands''.


==Form ID==
==FormID Format==
An object's Form ID is a hexadecimal number used to refer to the object from within Oblivion. Within the CS (for scripts and such), an object's Editor ID can be used to refer to it, but you ''must use the Form ID for console commands''.
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 ObjectIndex (otherwise, you get bashing error messages).  


==Finding the Form ID==
The ModIndex reflects the load order of the mod in the current context.
[[Image:FormIdColumn.gif|thumb|Image 1]]
[[Image:FormId.gif|thumb|Image 2]]
By default, the Form ID column is hidden in the CS.
<br>The Form ID column is located to the right of the Editor ID column.


The double column line in [[Media:FormIdColumn.gif|Image 1]] means that a column is collapsed there. Click and drag on the column heading to expand the column. The expanded column is shown in [[Media:FormId.gif|Image 2]].
When shown in the CS, the ModIndex reflects only the currently loaded files, typically your mod and its masters. For a typical mod which has only Oblivion.esm as its master, Oblivion.esm will be loaded first at ModIndex 00, while your mod will be loaded second at ModIndex 01. In another example, if a mod had three different masters, those would load as ModIndexes 00, 01 and 02, while your mod would be loaded at ModIndex 03.


In this case, the Form ID for GiantSwordOfPwn is "02000CE8".
In-game, the ModIndex reflects the position of your mod in the active load order.  A mod which is 10th in the load order will have ModIndex 0A.  One which is 37th in the load order will have ModIndex 25, and so on.  Before a FormID can be used with a function in the console, its ModIndex must be updated to match the mod's positioning in the load order (see [[FormID#Determining In-Game ModIndex|Determining In-Game ModIndex]]).


== Console Usage ==
==Finding the FormID==
The Form Id of the GiantSwordOfPwn can then be used in console commands as such:
[[Image:FormIdColumn.gif|thumb|Finding the FormID column]]
<pre>player.addItem 02000ce8, 1</pre>
[[Image:FormId.gif|thumb|Locating the FormID]]
The FormID column is located to the right of the EditorID column in the [[Object Window]] of the CS, however it is hidden by default.


==FormID Format==
The double column line in [[Media:FormIdColumn.gif|the first image]] indicates that a column is collapsed. Click and drag on the column heading to expand the column. The expanded column is shown in [[Media:FormId.gif|the second image]].
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 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 this case, the FormID for GiantSwordOfPwn is '''02000CE8'''.


==In-Game Modindex==
== Console Usage ==
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.
Supposing that our mod was located 15th in the load order, we would update the ModIndex of GiantSwordOfPwn to be '''0F000CE8'''. It can now be used with console commands such as:
player.addItem 0F000ce8 1


Or, if you use the [http://wrye.ufrealms.net/ Wrye Bash utility], you can read the modindex off the masters list for the save
==Determining In-Game ModIndex==
#In the CS, place in item from your mod in an easy to locate area.  Then simply find that item in-game, open the console and click on it to see its ModIndex.
#Use [http://wrye.ufrealms.net/#WryeBash Wrye Bash]
#*Go to the Mods tab, find and activate your mod, and then check the Load Order column for its ModIndex.
#*Alternatively, go to the Saves tab and find a save in which your mod is active and with a purple checkbox (indicating that the save's load order is 100% in-sync with the current load order).  Select the save, find your mod under the save's list of masters, and check the MI column.
#Use [http://timeslip.chorrol.com/obmm.html Oblivion Mod Mangager]
#*Find and activate your mod in the Mod List, then hover the mouse over its name.  The ModIndex is listed as "FormID" in the info window which will appear.


==See Also==
==See Also==
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