Oblivion Mod talk:Formid

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

Credit to Ghostwheel/PhoenixAmon[edit]

Going over some old pages, I just realized that Ghostwheel was the first one to realize the Mod Isolation problem. I just wish that he had explained himself a little more. Here's his original comment from the [[Tes4Mod:Vs. Morrowind]] page and my mostly-missing-the-point response.

It looks like new ESM/ESP format uses 4-byte Form ID (using TES CS terminology) to store object references (e.g. SCRI field in many records). While this is more efficient, it looks like it has an unfortunate side effect that one (ESP) plugin cannot be dependent and reference objects from another (ESP) plugin - it can only reference objects defined in (ESM) master files. --Ghostwheel
While Morrowind doesn't have reference variables in scripts, it does use references internally -- and they're also four bytes. First three bytes are the object id (a long with the last byte chopped off, I think), last byte is mod index number (0=save game, 1-255 corresponds to load order of mod). See Wrye Notes: Doubling Explained for more info. Of course, Oblivion doesn't have to follow the same scheme -- it might hash the number or something like that. OTOH, if Oblivion does follow the same scheme... Eeep! Given the extensive use of references, worse problems then doubling might appear frequently.
Note that there's a distinction between creating mods, and playing mods. Mods in TESCS 3 don't remember other mods, and so can't modify their references. Discussion above is for playing. --Wrye 19:39, 28 March 2006 (EST)

Anyway, I missed the point enough that I had forgotten Ghostwheel's comment when I wrote my formid paper. My bad. (Next time, Ghostwheel, kick me when I make a mistake like that!) --Wrye 23:06, 2 May 2006 (EDT)

PhoenixAmon (Book Jackets, Landmarks, etc.) also reports having described the problem a week or so after Oblivion was released (about a month after I wrote about it). Since I later found one one of his mods good enough to steal, I'm going to believe that claim. Gotta yell louder guys, or we're not going to hear you. :) --Wrye 00:11, 15 December 2006 (EST)

Bogus Master References[edit]

Khadir added a note which I'm moving from the article page to here:

An ESP may have both new objects with a native modindex (usually '01'), as well as new objects with global modindex ('00'). The latter are used as-is by the engine, thus being, for all intents and purposes, static - the same as if they'd originate in Oblivion.esm. The drawbacks are the fact that you can neither create nor edit such ESPs in the CS4, and the potential for FormID conflicts with other ESPs and ESMs, including Oblivion.esm itself. As such, it remains an interesting property without any practical use ... yet. --Khadir

Okay, but it's 1) pretty obscure, 2) not easy to do, 3) has no advantages, and 4) is probably inherently dangerous -- the sort of tweak that leads to completely obscure and hard to track down crashes. So, I don't think that it's worth including on the article page, where it's basically an unnecessary complication in the explanation of formids. --Wrye 21:11, 19 June 2006 (EDT)

Well, where does it have a place, then? I'd think the FormID page should be a complete reference for what they are and how the engine uses them. Just because you and me don't see any use for this little property, doesn't mean others won't, either - if they have a chance to know about it. --Khadir 03:41, 20 June 2006 (EDT)
First, I'd say that the point of the page is to provide practical information about formids both to users and programmers -- this doesn't fall into that category. Moreover, it's essentially an oversight on the part of the programmers -- it's clearly not supposed to work -- it's just that they didn't put in an error check for it. In general, such bugs should not be documented (which would only encourage their use) -- unless there's some useful exploit associated with them. (E.g., the more than 4 transport destination exploit in Morrowind.) But I see no useful exploit associated with this bug.
In other words, because it's a bug, it shouldn't be added to the page. That argument could be outweighed by some substantial utility associated with the bug, but there isn't any.
Meanwhile, it's here on the discussion page. If some programmers is really dedicated to finding every nook and cranny, they can find it here. --Wrye 10:59, 20 June 2006 (EDT)

What's a mod?[edit]

This is what the article says: "This suggests that Oblivion.esm should always be the first mod to load" <- you can not call the most fundamental master file a "mod"... OMG! What exactly does "mod" mean anyway?!? Is it short for modification or modifier? Or module? Everyone's talking about "mods", except the game developers themselves, which makes it a 100 % unofficial and obscure term. --FMan 19:12, 2 October 2006 (EDT)

Mod = module. In my experience that's the most useful definition.--Wrye 17:44, 3 October 2006 (EDT)


What I don't Understand Is why I didn't Download Mods in the first place. I Mean, I Played Oblivion ES IV For A few Days, then moved onto something else, but the minute I Came Back, I looked Up Mods And Haven't Left Sense.--Most Honorable Sir Robert Dracon 05:00, 7 April 2010 (UTC)

My Definition: A Mod Is A download-able File, For Which You Need A Program That Unzips Files (I prefer The Free Trial of this Program, Which Is Win-zip, because you can erase Win-zip, then download it again, which starts your trial over)Win-zip unzips Your downloaded file, and You Extract The File To A Place Separate From The Rest Of your documents(preferably in a separate folder Contained In Your "My Documents" Folder) Then You Copy Those files directly to Your Data File Located In the Following....

C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data (Windows 7 Version) C:\Program Files\Bethesda Softworks\Oblivion\Data (Windows xp Version[Not sure if correct but you get the idea])

Your Computer will ask you if you want to merge your Files(only if you Are Transferring Meshes and textures) Say yes. The site that i recommend finding Free Mods

http://www.tesnexus.com/downloads/categories.php

Live well And Don't Stay Addicted To Skooma For too long--Most Honorable Sir Robert Dracon 05:36, 7 April 2010 (UTC)


== Where To Find Win-zip (forgot To Add this) ==


http://download.cnet.com/3001-2250_4-10003164.html?spi=e3bfc14f2a71572e1d4915d24e26fe39 --Most Honorable Sir Robert Dracon 05:47, 7 April 2010 (UTC)

The Player FormID(Off Mod Topic)[edit]

What Is Oblivion Elder scrolls IV My own Players FormId Does Anyone know how to get it or anything? Coolboys335 05:10, 7 April 2010 (UTC)

It depends on whether you a referring to the Reference ID, or the Base ID. The player object has an ID of 00000007, and the reference has ID 00000014. --Timenn-<talk> 12:55, 9 April 2010 (UTC)

Console command help![edit]

I'm reading about FORMID's and REFID's, how would I go abut spawning a 'WORLD object', like for instance Ayleid Traps, cupboards, spikes...etc, or are these just part of the level geometry? Because I wan't to put traps and stuff in town and watch the NPC's trigger them--anonymous User(UTC)


Well When you create a new mod you can Place those traps anywhere. however when in game you can't. If you Wish I can Make A mod for You.--Most Honorable Sir Robert Dracon 06:23, 10 July 2010 (UTC)

Wayshrine BaseID[edit]

Does anyone know the BaseIDs for the wayshrines you have to go to during the pilgrimage quest? I can't find them in the construction set at all — Unsigned comment by 93.107.216.211 (talk) on 27 July 2010

Look in WorldObjects/Activator/Architecture/Wayshrine. They're all in there. rpeh •TCE 10:30, 27 July 2010 (UTC)

What happened to the item formid help?[edit]

Am I the only one who has noticed that these pages don't include any help for people wanting to spawn DLC items? The DLC item pages all get linked here for help on determining what formid prefix is needed for your installation but there is no such information on this page. Hashimashadoo 15:35, 30 October 2011 (UTC)

Basically the entire first section of the page (For Players). The information you need to know before you can spawn mod related items in-game is the mod index. Technically you need the one for Oblivion.esm ones too, but that's always 00 anyway, and leading zeroes are ignored. As it says, you need to find out your mod load order in order to find the 2 characters that tell which mod is which. Those will replace the xx listed at the beginning of each mod item's Form ID on the site here, because it will be different depending on your mods installed. --DKong27 Tk Ctr Em 17:50, 30 October 2011 (UTC)