Ok, seems I was wrong about loading in alphabetical order. From the official GECK wiki:
Load order determines the order in which mods lay their cards down on the table. Fallout3 goes first, then the next mod in load order, up to the last mod. Whenever two mods conflict, the later loading mod will win.
And as for the order, its fairly simple: master files (.esm) always load before plugins (.esp) Then within each groups, files are ordered by modified date.
So the following load rules exist:
- Plugins always trump master files
- Newer plugins trump older plugins
- Newer master files trump older master files.
To change load order, change the modified date of the files.”
However, this still means for DLCs install order shouldn't matter as long as you don't modify the installed files. For instance, my version of The Pitt has a modified date of March 16 even though I installed it way later and copied it over to the data folder manually. -- Porter21 (talk) 02:23, 30 April 2009 (UTC)
cant load any weapons from dlc's Edit
been trying to load the slo burn flamer but cant for some reason. ive checked the id number many times and use my 03 in front of it but it still wont function. any ideas?
-I've done the same way to get Callahan's magnum, you have to try 04, 05, 07 untill 99 and hope to be lucky to find it on the first's numbers, callahan was 07 for example, as we have'nt got 07 dlc's, it seems that some Ids does'nt work like others.
GfWL loads all DLCs directly, but it is when you activate them ingame (by entering the correcsponding content) that the xx value is being added. Each time a new character is made, the xx item codes will change depending on the order of entering the content. If you enter the Pitt before OA, the item codes will become: Pitt, 01; OA,02. This order will be taken into your save files, and will indicate the order for future saves from that game onward. If you start a new character after that, the xx item codes "refresh", so it seems. This info I guess, however, might need some refining, as I havent tested it to the fullest. It is yet interesting to note that my Point Lookout xx code for my current character is 03, as it is the 3rd content I entered, while being the 4th content installed. BS level cap is accessed by now, but I havent played BS yet. This would suggest that my BS code will be 04, if I were to enter BS as the 4th content in line, followed by MZ (which would be 05). --Radnus 188.8.131.52 20:01, 28 July 2009 (UTC)
I use the fo3edit program to mod my save on the 360, but the first 2 numbers in the IDs for DLC items are completely different from what i was told they would be, for example, items from Broken Steel start with 06
Form IDs for NV Edit
Is it possible to have them written here, like the FO3 form IDs?
Gun Runner's Arsenal w/o Courier's Stash Edit
My prefix ended up being 06 for Gun Runner's Arsenal, e.g. "player.additem 0600084e 1" got me the 12.7mm Submachine Gun (GRA). Is this consistent? Terminalmancer 03:34, October 13, 2011 (UTC)
For me, GRA's form ID was 09. For example:
player.additem 0900085b 1000This gave me 1000 of the .50 MG Explosive rounds. I'm not sure how to check but I believe I DO have the Courier's Stash.DefenderX1 (talk) 14:07, March 6, 2014 (UTC)
The GECK Form ID order Edit
01. The Pitt
02. Operation Anchorage
03. Broken Steel
04. Point Lookout
05. Mothership Zeta
If you open the DLC's in the GECK you'll notice that the contents already have numbers in front of them. This list is numbered according to the numbers that the GECK provides.--DarkForther 03:55, November 11, 2011 (UTC)
Lonesome Road xx number seems to be 08 - I just added an Elite Riot Gear Helmet to my inventory by using 0800885a. 184.108.40.206 19:16, December 1, 2011 (UTC)
Gun Runners Form ID Edit
For Gun Runners' Arsenal, the Form ID of 02 worked, not 08. --220.127.116.11 08:21, January 2, 2012 (UTC)
It seems that the two first numbers of IDs with addons vary in different occasions. For example as Gun runneres arsenal was last addon I've accuired, the beginning number is 01. If you are unsure about your case, I suggest you check that number from some already existing object or simply try wich number gives yoy results on console.
Form IDs FNV Honest Hearts addonEdit
Different for Others? Edit
I got the GOTY Editon of Fallout 3 off steam and my code for Operation Anchorage was 05. Got no idea what the others are, I'm just guessing. Anyone know why I have OA as 05 when everyone else says it's 01? 18.104.22.168 08:57, November 9, 2012 (UTC)
unconfirmed but possibly ID number orderEdit
if you check under your downloaded content section and go down the list from first to last then thats the first two numbers of your item ID, my gun runners arsenal code is 01 and its the first on the list
Easy way to know Edit
If your an expansion and need to know the load order simply pick an npc, item or something else in that expansion and target it. You will get the number XX for everything in that expansion that way.
Here's what is listed in my mod manager:
- FalloutNVesm 01
- Caravan pack 02
- ClassicPack 03
- MercenaryPack 04
- DeadMoney 05
- Honest hearts 06
- OldWorldBlues 07
- Lonesome Road 08
- GunRunners Arsenal 09
- Tribal Pack 10
- IWR rebuilt
- Centered 3rd Person Camera
So what first 2 digits do i use? Sry for nobo 22.214.171.124 19:30, May 19, 2013 (UTC)
Fallout New Vegas "XX" help for PS3 Edit
For those of you using playstation 3 that are having trouble with their modding codes based on the base id of the items in question with "xx" in them. I would suggest you start the game and go into downloadable content. Write the order down from top to bottom starting with 01 at the top. After you have done this please find the item you want with "xx" in its base id and add the appropriate DLC code that you wrote down from your game. this should solve 90% of any problems with this issue. --Ghost Wolf0529 (talk) 19:22, June 16, 2013 (UTC)