FormID Finder for FO3

Post » Thu Nov 18, 2010 3:28 am

I was wondering if a mod like Oblivion's http://www.tesnexus.com/downloads/file.php?id=16704 exists for FO3. Sometimes I run into things in my game and I want to know which mod it is from.

If not, does FOSE have the same features as OBSE that are required for such a project? I know OBSE can do a lot more than FOSE right now...
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jason worrell
 
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Post » Thu Nov 18, 2010 3:14 pm

Not really. Printing the mod index to console is the best we can do.
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A Lo RIkIton'ton
 
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Post » Thu Nov 18, 2010 4:16 am

If you're running with FOSE, you can select the object in the console and type http://fose.silverlock.org/fose_command_doc.html#GetBaseObject to print its BaseID, then look up the mod with that index in FOMM.

There are a couple other related FOSE functions, but nothing that returns the name of a mod since we can't do anything with strings yet anyway.
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James Wilson
 
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Post » Thu Nov 18, 2010 1:42 pm

I was wondering if a mod like Oblivion's http://www.tesnexus.com/downloads/file.php?id=16704 exists for FO3. Sometimes I run into things in my game and I want to know which mod it is from.

If not, does FOSE have the same features as OBSE that are required for such a project? I know OBSE can do a lot more than FOSE right now...


I just started trying to add some of the obse functions to fose, I never realized just how much work has gone into both of those. fose is missing a fairly large amount of code to get some of the things to work. Also the way the code is organized is different between the two. One of the major things that is missing is the memory map (or as obse calls it the baseProcess), If the baseProcess could be put to code, even if we didnt know what the regions did it would be a huge step. Then again i could be working in the wrong direction since i just started trying to figure some of this out.
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+++CAZZY
 
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Post » Thu Nov 18, 2010 11:45 am

I just started trying to add some of the obse functions to fose, I never realized just how much work has gone into both of those. fose is missing a fairly large amount of code to get some of the things to work. Also the way the code is organized is different between the two. One of the major things that is missing is the memory map (or as obse calls it the baseProcess), If the baseProcess could be put to code, even if we didnt know what the regions did it would be a huge step. Then again i could be working in the wrong direction since i just started trying to figure some of this out.

BaseProcess is not the memory map for the game, it's just the base class for all of the AI controllers in the game. Each active actor has one, and there's a manager that automatically selects the simplest process level needed for whatever the actor is doing. Things that are in active combat onscreen are high, offscreen actors who just need to be pretending to follow their prescripted schedules are lower, etc.
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Elle H
 
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Post » Thu Nov 18, 2010 8:18 am

BaseProcess is not the memory map for the game, it's just the base class for all of the AI controllers in the game. Each active actor has one, and there's a manager that automatically selects the simplest process level needed for whatever the actor is doing. Things that are in active combat onscreen are high, offscreen actors who just need to be pretending to follow their prescripted schedules are lower, etc.


Ok, looking at the code it looked similar to a memory map specific regions having effect on a specific event or information pertaining to that object. To me that looked liked calls had been traced back to reference that block of memory when needed. Or maybe i just incorrectly used the term memory map :)
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quinnnn
 
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