Thus, one won't have a issue with these two mods, because they have a unique header. How come they don't conflict?īecause they have different load order hexes. I'd like to point out that Anchorage.esm has a ID in it of XX000243, and yet, there are over 243 entries in the fallout3.esm. 22LR round(first on in the mod) has a ID of 05100ea6, so I would have to use 5100ea6 X to add any of this ammo. ![]() ![]() I have cALIBR loaded at spot 05, which means that when I go to add ammo, I have to add a 5 before any code, otherwise I'm choosing to add a item from fallout3.esm. Otherwise there would be conflicts between any mod using a esm and the fallout3.esm file, even the DLC. This is how ESM's are different, and it's what allows it to act as a master for ESP mods. While ESM's do have a load order index, this does not seem to change the in-game hex ID. ![]() Respectfully, but I believe you are incorrect.
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