» Sun Jun 24, 2012 10:01 am
Another trick that should work is using a hex editor to modify the form id for the keyword. Set it high to avoid conflict with Skyrim.esm ( ie ... higher than 002000000 ) and make it random ( ie ... not 00FFFFFF ). A rough calculation suggests that theres over 15 million master file form ID's up for grabs. By making it random you decrease likelyhood of conflict with other mods that do the same.
When you load a plugin like that into the CK, it will give an error message saying there's no match in the master file. Click OK. The entry will now show up in the object window with it's master file ID. Saving will not over-write it, and it will keep it ingame regardless of load order. That's as much as I've confirmed at this stage.
You should now be able to refer to it in other plugins, and since the form ID never changes, your referencing should work in game.