Using Script (fose Perhaps) To Identify A Mod In A Load Orde

Post » Mon Jan 31, 2011 1:07 am

Well, I understand what you're saying here, but I'm still confused because I don't think I've ever seen anything except what we're calling the "real" FormID - that includes TESSnip, FO3Edit, and the GECK.
The example I used above is taken from the mentioned files. Open up Unofficial Fallout 3 Path - Operation Anchorage.esp and look at the record I mentioned; you should see what I'm talking about (the different form ids in FO3Edit vs TESSnip).
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Mon Jan 31, 2011 6:47 am

But I don't see that...

FO3Edit: [http://shup.com/Shup/307064/UF3P_FO3Edit_1.png] [http://shup.com/Shup/307066/UF3P_FO3Edit_2.png]

TESsnip: [http://shup.com/Shup/307073/UF3P_TESsnip_1.png]

As you can see, I only see 0100452B. I don't see 0200452B anywhere. I could load it up in the GECK too, but I know from experience it will be the same. I also double-checked in the http://www.fallout3nexus.com/downloads/file.php?id=5104 which I use for some things, and it shows 0100452B as I've come to expect as well.

I'm not trying to argue - I'm just trying to figure out if I've misunderstood something at a fundamental level here. :unsure:
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Mon Jan 31, 2011 4:29 am

But I don't see that...

FO3Edit: [http://shup.com/Shup/307064/UF3P_FO3Edit_1.png] [http://shup.com/Shup/307066/UF3P_FO3Edit_2.png]

TESsnip: [http://shup.com/Shup/307073/UF3P_TESsnip_1.png]

As you can see, I only see 0100452B. I don't see 0200452B anywhere. I could load it up in the GECK too, but I know from experience it will be the same. I also double-checked in the http://www.fallout3nexus.com/downloads/file.php?id=5104 which I use for some things, and it shows 0100452B as I've come to expect as well.

Interestingly, when I just loaded:
  • Fallout3.esm.
  • Anchorage.esm
  • Unofficial Fallout 3 Path - Operation Anchorage.esp

I get the same results as you. But if I load the other DLC/UFO3P files, I get the behaviour I described:
[http://stashbox.org/842965/formid.JPG]

I'm not sure what's happening, but the result is the same: you have to be careful not to take what FO3Edit is telling you for granted. At least, without understanding what's happening (which I don't).

I'm not trying to argue - I'm just trying to figure out if I've misunderstood something at a fundamental level here. :unsure:
Not at all. If I'm disseminating incorrect information, I want to be corrected. As to your understanding, I don't think you've misunderstood anything.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Mon Jan 31, 2011 8:17 am

This is absolutely wonderful! For my own application, it's just right!

But I should point out that I think it can only work properly for object IDs in Fallout3.esm. It cannot cover the DLCs.

Pulling from the example:

000f4c54 2 This is a level 2 severity, meaning it may not break, but you should be on the lookout.


The above can only be referencing fallout3.esm, as the object ID starts with 00 in the beginning.


03d3ab51 3 This is a full on breaking conflict.


The above is sorta useless because I can load the DLCs in any order I feel like, as long as they come after fallout3.esm. That 03 mod could be anchorage, or pitt, or broken steel or... you get the picture.

But see, the main issue for me has always been conflicts over objects in Fallout3.esm. I've never had significant conflict issues due to my mod needing 'ownership' of the DLC-defined objects. So, I'm happy!!!!
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Mon Jan 31, 2011 7:13 am

Tarrant -
I'm quite sure that the "actual" FormID prefix you want to use refers to your particular module's master list only. Say you want to specify critical records in your plugin MyMod.esp. If you open MyMod.esp itself in any of our editing tools, it will automatically load its masters and only its masters, and every FormID prefix you see will be correct for this purpose. Most of the time you're probably doing this already, but just for everyone's benefit, here's how to do that in the various apps.

FO3Edit:
  • Launch FO3Edit
  • In the Master/Plugin Selection window, double-click on the name of your file (MyMod.esp)
    You don't have to check/uncheck anything first.

GECK:
  • Launch the GECK.
  • In the Data window
    • Make sure no files are checked
    • Select your file (MyMod.esp), and click "Set as Active File"
    • Click "OK"

TESsnip:
  • Launch TESsnip
  • Simply open your file: File > Open, and select your file name (MyMod.esp)


I assume the new CREditor in FOMM does the same thing, loading only a particular file and its masters.

I think kaburke was trying to explain that if you've done more than these steps above, and have loaded any files in addition to a particular file in question and its masters only, you may see FormID prefixes that are not correct in terms of the index of master files in that file's master list (as well as it's own index).
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Mon Jan 31, 2011 3:22 pm

What HugePinball is correct. Sorry for confusing things with my convoluted "explanation."

If you want a working sample, use CREditor (part of FOMM) to mark a few records, and then open the plugin up in whatever tool you like to use and look at the message CREditor created.

And, of course, if you need further clarification/samples/help/what have you, let me know.
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Mon Jan 31, 2011 5:07 am

My understanding is that in its typical, in-game use, the 2-digit hex prefix indicates the mods position in the user's load order. 00 is fallout3.esm, and whatever the user loaded directly after that shows up, in-game, as 01. When you go in game, open the console and single-click objects that live within that .esp, you see its object ID as starting with 01.

If instead of using the prefix this way, you're making that 2-digit hex indicate the mods that live that .esp's master list, that's different. It sounds like it could work for what you are saying, then.
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Mon Jan 31, 2011 7:14 am

That's right. Kaburke and I have traded a few pm's, and I think I can now make this all completely clear.

The 2-digit FormID prefixes actually stored in a particular data file (esm or esp) relate only to that file and it's master file list, indicating the index of the source file in that list for a particular record.

When loading a number of data files in an editor (like the GECK, FO3Edit, TESsnip, etc.) or the game, a new set of 2-digit prefixes are generated according to the file load order. This needs to be done so that every record from every file has a completely unique 8-digit FormID.

If you load only one particular file and its own list of master files (such as with one of the methods I described above), the 2-digit prefixes you see will by necessity be the same as those actually stored in that file.


For the most part, this is all academic, because the new CREditor simply shows all the records in the chosen file. It has no editing functions beyond creating the MESG record to hold the critical record information, so it's not actually loading any other files, or displaying any FormID prefixes other than what's actually stored in the file. So like kaburke said, if you use the CREditor for this purpose, you don't have to worry about any of this.

I was confused before because I didn't realize those prefixes were actually stored like that in each file (but after kaburke told me that, I realized it wouldn't make much sense to be done any other way), plus it seemed obvious to me that you'd only want indexes referring to the file and its master list alone for this purpose, so I didn't really know what he was getting at. ;)
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Mon Jan 31, 2011 10:44 am

@HugePinball
Thanks. If you don't mind, I'll likely take what you wrote for the readme.
User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Mon Jan 31, 2011 1:02 pm

Of course. I hope the 3 or 4 people who actually read the documentation will appreciate it ;)
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Mon Jan 31, 2011 3:12 am

Tarrant, I wanted to check and make sure that things were working out for you. Is the implementation behaving as you want?
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Mon Jan 31, 2011 11:57 am

Tarrant, I wanted to check and make sure that things were working out for you. Is the implementation behaving as you want?


I haven't been able to work on the standalone form of my mod in like, over a month, due to working on its FOOK integrated version instead. From your description it sounds right though, and the next version of my standalone will be using that feature.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Previous

Return to Fallout 3