How to tell which mod a reference comes from?

Post » Sat Nov 17, 2012 5:14 am

is there a way to do this? The reason I ask is I want to remove particular creatures I don't like from the Skyrim Monster Mod, and I can't view them in the CK (either placing them in the world or using the preview feature, all I see is an exclamation marker)

Cheers
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Ana
 
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Post » Sat Nov 17, 2012 5:13 am

If you go to the object list, there is a column called "form id". Click on the name of the column to sort the list by form id, then everything starting with "01" is something added by the mod that is loaded

- Hypno
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Suzy Santana
 
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Post » Sat Nov 17, 2012 11:52 am

Besides what hypno88 says, If the mod uses a esp and a esm, the objects added by the esp will start by "02".
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Rudy Paint fingers
 
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Post » Sat Nov 17, 2012 12:44 am

Also, if you're getting the !red!, then you're missing the proper meshes (or the NIFs have errors in them and/or are incompatible with Skyrim).. reinstall the mod with all its assets and you should be able to view them.
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Bambi
 
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Post » Sat Nov 17, 2012 1:04 am

unpack the bsa
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CYCO JO-NATE
 
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Post » Sat Nov 17, 2012 3:07 am

Sorry, I think you guys misunderstand me. My fault for using the term 'reference' possibly incorrectly :)

I want to be able to tell which new Falmer in game corresponds to which one in the CK for instance. So, I mean like, if I hit ~ in-game and select a new Falmer, 0005f62c. How do I identify which new Falmer this is in the mod in the CK, so I might remove it from levelled lists?

unpack the bsa

This is what I figured, something to do with BSAs. If what SluckyD said was correct, I'd expect the asset not to load in-game either, right?
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Danny Warner
 
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Post » Sat Nov 17, 2012 7:59 am

Someone was working on this Monster-Mod the other week - There a post on here, somewhere

He was looking at how users might be able to select which Monsters they wanted

... might be worth hunting for that thread?
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Nikki Hype
 
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Post » Sat Nov 17, 2012 3:19 am

I'm aware of that mod, in fact I used a version of his original modifed to my own tastes. I want to modify it further but also want an easy way to tell which creatures are which. Suppose I could just make a testing chamber with them and do it that way but really, there must be a 'proper' way?
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daniel royle
 
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Post » Fri Nov 16, 2012 9:50 pm

I want to be able to tell which new Falmer in game corresponds to which one in the CK for instance. So, I mean like, if I hit ~ in-game and select a new Falmer, 0005f62c. How do I identify which new Falmer this is in the mod in the CK, so I might remove it from levelled lists?

Well, it's the Falmer with the FormID 0005f62c (which would be a vanilla Falmer actually). You can filter by FormID in the Object window. Maybe I'm not understanding your problem?
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Kieren Thomson
 
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