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suck my dick
 
suck my dick
A '''form ID''' is an ''unsigned long'' identifier assigned by creators or the engine to every object in games using the [[Gamebryo]] engine (like ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]''). This includes items, NPCs, quests or parts of the world like a sign on a wall or the wall itself. There are two types of Form IDs: '''Base IDs''' and '''Reference IDs''' (usually shortened to '''Ref IDs''').
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is A '''form ID''' is an ''unsigned long'' identifier assigned by creators or the engine to every object in games using the [[Gamebryo]] engine (like ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]''). This includes items, NPCs, quests or parts of the world like a sign on a wall or the wall itself. There are two types of Form IDs: '''Base IDs''' and '''Reference IDs''' (usually shortened to '''Ref IDs''').
   
 
==Base ID==
 
==Base ID==

Revision as of 08:16, 24 November 2015

suck my dick is A form ID is an unsigned long identifier assigned by creators or the engine to every object in games using the Gamebryo engine (like Fallout 3 and Fallout: New Vegas). This includes items, NPCs, quests or parts of the world like a sign on a wall or the wall itself. There are two types of Form IDs: Base IDs and Reference IDs (usually shortened to Ref IDs).

Base ID

Base ID is the number assigned to a template for an object that is used to create many instances of that object. For example all bottle caps in the game have exactly the same Base ID. This ID is used in scripts or console with commands that create new instances of object, like additem or placeatme.

The Base ID can be obtained with the G.E.C.K.. To do so, the .esm file containing the object (for base Fallout 3 Fallout3.esm, for Fallout: New Vegas FalloutNV.esm) must be opened in the editor and the appropriate category be selected. Expanding the "Form ID" column (between "Editor ID" and "Count") will reveal the Base ID. It is not possible to obtain the Base ID of an object ingame without using mods such as FOSE (Fallout Script Extender).



According to the layout of this system, the maximum number of additional modules that can be loaded by the game is 254 (256 load order ranges, - 1 for the Savegame FF range, - 1 for the always-mandatory Fallout3.esm).

See also