Changes

Oblivion Mod:Formid

131 bytes added, 16:27, 7 May 2010
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* '''Oblivion.esm is always first''' (has modindex 00) in both the CS and in-game. No conversion is necessary.
* If a mod has multiple masters (e.g. Oblivion.esm, Cobl Main.esm), then objects coming from the mod itself will have their modindex shifted upwards in the CS, '''however''' the techniques above will still work with no change. (This complexity is something that only toolmakers and advanced modders need to worry about.)
* This [http://www.tesnexus.com/downloads/file.php?id=16704 mod] can be used to determine in-game FormID for items, object, NPCs.
 
===Hexadecimal Numbers===
''For folks who don't know what a hexadecimal number is...'' Okay, decimal numbers go like this: 0 1 2 3 4 5 6 7 8 9 10 11..., while hexadecimal numbers go like this: 0 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 .. 19 1A 1B ... etc. Hex 'A' equals decimal 10, hex 'B' equals decimal 11, ... hex 'F' equals decimal 15. Since hexadecimal is base 16 ('hex' = six +'deci' = ten), they "roll over" at 'F' (= 15 decimal), the same way that decimal numbers roll over at 9.
 
==Formids for Modders==
'''This section is intended for modders only.''' It provides a bit more detail than the players section and addresses some other advanced topics.
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