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Load order

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

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 81.205.186.16 20:01, 28 July 2009 (UTC)

Help

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

Is it possible to have them written here, like the FO3 form IDs?

Gun Runner's Arsenal w/o Courier's Stash

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)

The GECK Form ID order

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)

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