Difference between revisions of "FormID"

326 bytes added ,  12:32, 28 August 2009
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section scripting
imported>Shademe
(→‎See Also: Fixed links and removed a comment)
imported>Cloakedboltz
m (section scripting)
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#Use [http://timeslip.chorrol.com/obmm.html Oblivion Mod Manager]
#Use [http://timeslip.chorrol.com/obmm.html Oblivion Mod Manager]
#*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.
#*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.
==Scripting==
In scripting, the best way to refer to an object is to use the EditorID. FormIDs aren't good for compatibility because if more than one mod is present, it's ModIndex will change according to the load order. This will cause scripts to no longer work, or work incorrectly. This is a common script rookie mistake.


==See Also==
==See Also==
*[[Modding Terminology]]
*[[Modding Terminology]]
* UESP Wiki: [http://www.uesp.net/wiki/Tes4Mod:FormId FormIds], [http://www.uesp.net/wiki/Tes4Mod:Mod_Integration Mod Integration], and [http://www.uesp.net/wiki/Tes4Mod:FormId#Reference_vs._Base_FormIds Reference vs. Base FormIDs].
* UESP Wiki: [http://www.uesp.net/wiki/Tes4Mod:FormId FormIds], [http://www.uesp.net/wiki/Tes4Mod:Mod_Integration Mod Integration], and [http://www.uesp.net/wiki/Tes4Mod:FormId#Reference_vs._Base_FormIds Reference vs. Base FormIDs].
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