having the MGEF identifier be based on load order would complicate matters. Considering the amount of possible identifiers, and the relatively low likelyhood of randomly chosen identifiers conflicting across mods, I'm not sure it would be worth the effort. OTOH, JRoush actually knows the code, so he may think differently.
The highest byte of the mgefCode can be reserved as a mod index, and resolved with the same routines that the game uses for formID's. The catch is that it would require some tricky coding in order not to break the existing effect codes, which obviously can't follow this scheme.
I gave it some more thought, and it seems Waruddar was right after all. "Resolving" mgefCodes based on load order works fine for spells and the like, since OBME can intercept the mod/savegame loading and perform the resolution. It fails with scripts, however. Since OBME v0010 or so, it has been possible to operate on effects by code, with the code stored in a numeric variable or array element. It's flat-out impossible to perform any resolution on such values, because only the script writer knows whether a particular variable holds an effect code or some other numeric value.
So - how about a compromise? OBME can still maintain a table of global, unchanging mgefCodes. The original magic effects would still be identifiable through the table, as well as any new effect whose modder chose to give it a code. Any effect with a code would be prone to conflicts with other mod files, but would also be completely compatible with all existing scripts. It could be *strongly suggested* that modders register their codes in some central location before using them, and of course the most popular ones can still be included with OBME itself.
By default, though, new magic effects might have only a temporary mgefCode, assigned on loading and valid only for one session in the game/CS. Spells,enchantments, etc. will point to them by formID instead. Scripts that want to use them will store them in ref variables (which work on formIDs as well), and use an improved version of GetMagicEffectCode to get the temporary code and use it in the older script functions. These effects might not be 100% compatible with all existing scripts, but would benefit from the sophisticated conflict resolution available through formIDs, and would require no centralized maintenance. Also, with this scheme it should be possible for scripts to create their own magic effects in-game using something anologous to CloneForm.