Changes

Oblivion Mod:Formid

176 bytes added, 22:08, 19 April 2006
m
In-Game Modindex
In-game console commands will generally not accept editorids -- instead, you'll usually have to enter the formid of the data object that you want to work with. If the data object that you're interested in is a placed object, then you can simply bring up the console and click on it to see the formid. But if it's something like an object that you want to add to the player's inventory, then you'll need to know both the objectindex and the in-game modindex of your plugin. The objectindex is easy -- it's the same as the objectindex that you see in CS4.
 
However, the modindex is bit harder to get -- it's the load position of your mod as zero based, hexadecimal number. Urk! YouLuckily couldthere figure out to figure that out by hand, butare a simplercouple thingof to do isways to find an object your mod places into the game, click on it in the console, and read off the first two digits of itsget formid.this number:
* Use [http://wrye.ufrealms.net/#Oblivion Wrye Bash].
 
** In the Saves tab, select your mod. Its masters will be listed along with their respective modindices on the right hand side of the window.
Tip: In CS4, you might want to place an object into the game world for the sole purpose of reading the modindex off it while in game.
** ''Note:'' The listed modindex may not be accurate if the save is not "blue".
* Or, click on an object that the mod placed into the game.
Tip:** In CS4, youYou might want to place an object into the game world for the sole purpose of reading the modindex off it while in game.
 
===Mod Conflict and Isolation===