FE 002GHI for assets associated with ccmtysse001-knightsofthenine.FE 001DEF for assets associated with ccbgssse021-lordsmail.FE 000ABC for assets associated with ccbgssse003-zombies.The FormIDs for the included assets would have the following codes: The final three digits of the FormID are then unique to each individual asset.įor instance, if four Creations are installed: Divine Crusader ( ccmtysse001-knightsofthenine), Lord's Mail ( ccbgssse021-lordsmail), Plague of the Dead ( ccbgssse003-zombies), and Survival Mode ( ccqdrsse001-survivalmode), they will load in alphabetical order according to their file names.
Alternatively, the code can also be found by browsing the game files, where the first Creation listed alphabetically in the files will be issued the 000 intermediate in game, increasing by one for subsequent Creations installed. As mentioned in the previous section, these three intermediary digits can differ between players, and so the exact code for a specific playthrough can be found through the use of the help command. The digits appearing after the FE prefix are determined by where the respective Creation is placed within this exclusive load order, also note that these intermediary digits are displayed as xxx on the Wiki. The position where each Creations appears in this load order is determined alphabetically, and is also fully dependent on how many Creations are installed. Due to the nature of Creation Club content being load-order neutral in respect to add-ons and mods, Creations are localized to their own dynamic load order. esl creations, which appears as the prefix for all related assets. The Creation Club introduces the leading digits of FE for the. Since they depend on a specific playthrough, they should not be documented - they will be different for other players. ff Dynamically allocated IDs use this.
From within the game, you can find the correct ID by opening the console and clicking on an object from that add-on, or by using the help command with an add-on specific object.
The specific code is not displayed in the "Data Files" screen, nor in the Creation Kit, but mod managers and other utilities will often show them. So, if Dawnguard is the only add-on you have, and you're not loading any mods, the xx for Dawnguard IDs would be 02. Objects from a specific add-on will generally all have the same two leading digits. esp add-ons are given as xx because they may vary depending on the number of active add-ons and their load order. The first two digits of form IDs found in. See the console article for further commands and uses of form IDs for other types of things. Also, RefIDs can only be used if the object in question is loaded into memory visiting the cell of the object can assure this. Quest-specific items, however, will suffer from the same problems as unique NPCs, since the quest will often be tied to specific RefIDs for objects, not their BaseIDs. In that case, one could move the NPC to the player with the command " ".moveto player or the command sequence:įor most items, creating extra copies does no harm, so player.additem can be used to add the desired quantity of items to the player's inventory. With unique NPCs however, a second copy will usually cause problems with quests and such. This is fine with most items or generic creatures.
For example, the command aceatme will create a new copy of an object and place it at the player's position. Non-unique objects, such as randomly spawned creatures or loot, will usually only have a BaseID, since their RefIDs will change at each encounter and for each item.Ĭonsole commands normally only accept either a BaseID or a RefID, not both. For unique NPCs and specifically placed creatures or items, the BaseID and RefID are fixed, and are usually noted on relevant pages. The BaseID is the unique identifier for a prototype of the object, while the RefID denotes a specific copy of an object in the game. Base IDs and reference IDs (BaseIDs/RefIDs) are two types of Form ID that are used to identify the various NPCs, creatures, and items within the game.