[Rel] RuntimeEditorIDs

Post » Tue Mar 29, 2011 11:46 pm

RuntimeEditorIDs
You may now use 'player.addItem lockPick 100' in the console
version 1.0a

Requires http://obse.silverlock.org/



Download : TESNexus | ModDB | http://dl.dropbox.com/u/2584752/RuntimeEditorIDs.dll



Description

This OBSE plugin allocates editorIDs for forms during runtime and tracks any overrides made by plugins. Can be considered a precursor to something awesome.




Fine Print

Game initialization time may increase by a few seconds. Game memory usage may increase too, but the discussion of that topic would prove malefic to the plugin.



Compatibility

This mod is, and should be, compatible with every mod there is.



Credits

Special thanks to :
  • Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality
  • LHammonds – For his Readme generator
  • JRoush - For reminding me about my latent idea to implement a plugin such as this
The Entire Community around the TES Construction Set Wiki – For making such an exhaustive resource catering to ES Modding.
The Folks at the Construction Set Forums – For all their help, rum and fish.
The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For providing a great game, with enough flaws to keep us busy.



Change Log

Spoiler
1.0a - Fix for the 'missing voices' issue
1.0 - Initial Release

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NIloufar Emporio
 
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Post » Wed Mar 30, 2011 2:07 am

Holy crap!! You've done it again, amazing work as always shadeMe. Now there will be no more alt-tabbing to the wiki or TES4Edit to find those FormIDs. Thanks for sharing. :foodndrink:
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NO suckers In Here
 
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Post » Wed Mar 30, 2011 7:10 am

You may now use 'player.addItem lockPick 100' in the console

I didn't realize it could do that. Did you hack that in, or did the console parser already do that?
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saharen beauty
 
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Post » Tue Mar 29, 2011 11:49 pm

I didn't realize it could do that. Did you hack that in, or did the console parser already do that?
I didn't have to, thankfully. The compiler looks up forms in the editorID table as it is.
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Harry-James Payne
 
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Post » Wed Mar 30, 2011 6:38 am

That looks great, though the "Can be considered a precursor to something awesome." quote seems even more interesting :)

Anyway, it will help when I need to add lots of different items during debugging.
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Kit Marsden
 
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Post » Wed Mar 30, 2011 12:30 pm

This is great, and I'm looking forward to something awesome. Thanks, shadeMe! :D

On an unrelated note, I came across the picture you got your forum avatar from the other day. :)
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Josephine Gowing
 
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Post » Wed Mar 30, 2011 10:39 am

That looks great, though the "Can be considered a precursor to something awesome." quote seems even more interesting :)

Anyway, it will help when I need to add lots of different items during debugging.


Yes, the unnamed one is dropping hints again :) Hey, now we have TheNiceOne and TheUnnamedOne! Sorry, I've been doing a manual string replace on over 200 scripts for the last 3 hours...
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Charleigh Anderson
 
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Post » Wed Mar 30, 2011 2:39 am

Well.....you sure are on fire these days. ^_^

Oh and I take it the more (large) mods you have the more malefic it is to this plugin?

Oh2 and any plans on making the different types of forms with editorIDs configurable? I doubt it has any use to give grass or landtextures their editorID. Although I imagine those numbers pale in comparison with all the objects.
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suniti
 
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Post » Tue Mar 29, 2011 10:23 pm

Being as how I privately crowed about the merits of the Something Awesome before Mr. --Me decided to tackle this project, I can personally attest that it may be the single most awesome thing since OBSE. Seriously, more awesome than words can express without actually saying what it is.

Hold your breath, folks. Worth it.
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Laura Elizabeth
 
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Post » Tue Mar 29, 2011 11:26 pm

Superb work! Another facility that was unaccountably missing is now available to us.

This will be a great convenience!
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Russell Davies
 
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Post » Tue Mar 29, 2011 11:01 pm

:wub:

I download now.
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Andrew Lang
 
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Post » Tue Mar 29, 2011 10:42 pm

Can be considered a precursor to something awesome.
That looks great, though the "Can be considered a precursor to something awesome." quote seems even more interesting :)
Being as how I privately crowed about the merits of the Something Awesome before Mr. --Me decided to tackle this project, I can personally attest that it may be the single most awesome thing since OBSE. Seriously, more awesome than words can express without actually saying what it is.

Hold your breath, folks. Worth it.

I was really confused for a moment - I didn't realize that was still secret! Well, it's not, really, there's more than a few hints about it here and there.

But oooh yes, yes it is awesome.
User avatar
Sandeep Khatkar
 
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Post » Wed Mar 30, 2011 8:22 am

I was really confused for a moment - I didn't realize that was still secret! Well, it's not, really, there's more than a few hints about it here and there.

But oooh yes, yes it is awesome.
Wait, a secret that's not really a secret...? What are you all talking about? :o
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maya papps
 
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Joined: Mon Aug 07, 2006 3:44 pm

Post » Tue Mar 29, 2011 8:16 pm

Arrrghhhh! All this talk of secrets by so many awesome modders in the know is making me bounce on my seat!
(figuratively speaking, I have a reputation to uphold and don't know who may be watching. :P)

I shall simply have to wait and see...
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Maeva
 
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Joined: Mon Mar 26, 2007 11:27 pm

Post » Wed Mar 30, 2011 5:37 am

Oh and I take it the more (large) mods you have the more malefic it is to this plugin?

Oh2 and any plans on making the different types of forms with editorIDs configurable? I doubt it has any use to give grass or landtextures their editorID. Although I imagine those numbers pale in comparison with all the objects.
Yes to the first and no to the second. There are however other plans :shifty:


Being as how I privately crowed about the merits of the Something Awesome before Mr. --Me decided to tackle this project, I can personally attest that it may be the single most awesome thing since OBSE. Seriously, more awesome than words can express without actually saying what it is.

Hold your breath, folks. Worth it.
I was really confused for a moment - I didn't realize that was still secret! Well, it's not, really, there's more than a few hints about it here and there.

But oooh yes, yes it is awesome.
Wait, a secret that's not really a secret...? What are you all talking about? :o
I think tejon's referring to one of his (would-be)reveries, not the other thingy. In short, I believe there may be more than one awesome thingummy in the making.

On an unrelated note, I came across the picture you got your forum avatar from the other day. :)
I only have this to say to you then - Go play the game dammit!

Arrrghhhh! All this talk of secrets by so many awesome modders in the know is making me bounce on my seat!
(figuratively speaking, I have a reputation to uphold and don't know who may be watching. :P)

I shall simply have to wait and see...
I've run out of witty things to say - My apologies for ze inconwenience. Please accept zis smilie as a peace offering: :evil:
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Joe Bonney
 
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Post » Wed Mar 30, 2011 4:39 am

I only have this to say to you then - Go play the game dammit!

Yep, I found it was from Machinarium through tineye, I think I might download the demo then...
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Pants
 
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Post » Wed Mar 30, 2011 3:15 am

Yep, I found it was from Machinarium through tineye, I think I might download the demo then...
Awesome, I've always wondered what game it was from (if any) and now that I checked out Machinarium I'll probably be AFK for a while. :P
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Aman Bhattal
 
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Post » Wed Mar 30, 2011 3:00 am

Awesome, I've always wondered what game it was from (if any) and now that I checked out Machinarium I'll probably be AFK for a while. :P
I'm not sure if the offer is still valid, but see if you can get the soundtrack (for free) with the game - 'Tis one of the best you'll ever hear.
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TASTY TRACY
 
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Post » Tue Mar 29, 2011 9:07 pm

So useful. Thanks.
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Greg Cavaliere
 
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Post » Wed Mar 30, 2011 3:50 am

This is pretty sweet.

I've always been told that there is no way for the game to find editor ID......is there any chance we'll be able ot get some sort of function now to return editor IDs in a script as a string?
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Megan Stabler
 
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Post » Tue Mar 29, 2011 11:42 pm

This is pretty sweet.

I've always been told that there is no way for the game to find editor ID......is there any chance we'll be able ot get some sort of function now to return editor IDs in a script as a string?
Yeah, I'll add it to the next release.
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Jennifer May
 
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Post » Wed Mar 30, 2011 2:58 am

That's pretty awesome. :goodjob:
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Allison C
 
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Post » Wed Mar 30, 2011 6:50 am

now this is pretty cool! gonna make getting new items in-game much easier! :goodjob: :D
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Siobhan Wallis-McRobert
 
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Post » Tue Mar 29, 2011 8:14 pm

Yeah, I'll add it to the next release.

If you're planning on adding a script function that takes a FormID and looks up its EditorID string, I'd be very interested in putting it to use in RefScope's myriad info windows. Do you think it'd be soon-ish, or is it a ways off? (I have RefScope 2.1 mostly ready for release, but I think this'd be worth waiting for if it's not too far out.)
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Vera Maslar
 
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Post » Tue Mar 29, 2011 9:42 pm

Wow, good work man...you are amazing ShadeMe.

You realize that your are turning into the "Moder's Moder" right?

(if you know what I mean)
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Hairul Hafis
 
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