Item Classname -> Object ID

Actium

First time out of the vault
Dear Fallout 3 Modders,

I'm looking for a way to convert Fallout 3 item classnames (EDIDs) to hexadecimal object IDs, that can be used with the ingame player.addItem command, since that does not accept the classnames as parameter.

I've already taken a look inside the Fallout 3.esm file, however either that file does not contain the object IDs or I've been unable to find them.

Since I already know the object IDs for lockpicks (0x0000000a) and caps (0x0000000f), I've concentrated my search on the corresponding part of the Fallout 3.esm:
Code:
003b3200  00 02 42 14 00 0f 00 0d  00 45 44 49 44 09 00 4c  |..B......EDID..L|
003b3210  6f 63 6b 70 69 63 6b 00  4f 42 4e 44 0c 00 fe ff  |ockpick.OBND....|
003b3220  ff ff ff ff 02 00 01 00  01 00 46 55 4c 4c 0a 00  |..........FULL..|
003b3230  42 6f 62 62 79 20 50 69  6e 00 4d 4f 44 4c 21 00  |Bobby Pin.MODL!.|
003b3240  43 6c 75 74 74 65 72 5c  42 6f 62 62 79 50 69 6e  |Clutter\BobbyPin|
003b3250  5c 42 6f 62 62 79 50 69  6e 42 6f 78 2e 4e 49 46  |\BobbyPinBox.NIF|
003b3260  00 4d 4f 44 54 48 00 f8  ef 0b 62 7c f5 ca 65 78  |.MODTH....b|..ex|
003b3270  6f 0b 62 81 f5 ca 65 6e  69 19 74 97 58 a7 da ee  |o.b...eni.t.X...|
003b3280  df 0d 62 c5 a5 61 a7 6e  5f 0d 62 ca a5 61 a7 6e  |..b..a.n_.b..a.n|
003b3290  69 19 74 97 58 a7 da f3  df 0d 62 c5 a5 61 a7 73  |i.t.X.....b..a.s|
003b32a0  5f 0d 62 ca a5 61 a7 6e  69 19 74 97 58 a7 da 49  |_.b..a.ni.t.X..I|
003b32b0  43 4f 4e 36 00 49 6e 74  65 72 66 61 63 65 5c 49  |CON6.Interface\I|
003b32c0  63 6f 6e 73 5c 50 69 70  62 6f 79 49 6d 61 67 65  |cons\PipboyImage|
003b32d0  73 5c 49 74 65 6d 73 5c  69 74 65 6d 5f 62 6f 62  |s\Items\item_bob|
003b32e0  62 79 5f 70 69 6e 2e 64  64 73 00 44 41 54 41 08  |by_pin.dds.DATA.|
003b32f0  00 01 00 00 00 00 00 00  00 4d 49 53 43 05 01 00  |.........MISC...|
003b3300  00 00 00 00 00 0f 00 00  00 02 42 14 00 0f 00 0b  |..........B.....|
003b3310  00 45 44 49 44 08 00 43  61 70 73 30 30 31 00 4f  |.EDID..Caps001.O|
003b3320  42 4e 44 0c 00 fe ff fe  ff ff ff 02 00 02 00 00  |BND.............|
003b3330  00 46 55 4c 4c 0b 00 42  6f 74 74 6c 65 20 43 61  |.FULL..Bottle Ca|
003b3340  70 00 4d 4f 44 4c 1d 00  43 6c 75 74 74 65 72 5c  |p.MODL..Clutter\|
003b3350  4a 75 6e 6b 5c 4e 75 6b  61 43 6f 6c 61 43 61 70  |Junk\NukaColaCap|
003b3360  2e 4e 49 46 00 4d 4f 44  54 48 00 f0 e1 0b 6e bc  |.NIF.MODTH....n.|
003b3370  51 21 a6 70 61 0b 6e c1  51 21 a6 6b 6e 15 74 de  |Q!.pa.n.Q!.kn.t.|
003b3380  43 66 85 ee df 0d 6e 8b  de bf 89 6e 5f 0d 6e 90  |Cf....n....n_.n.|
003b3390  de bf 89 6b 6e 15 74 de  43 66 85 f3 df 0d 6e 8b  |...kn.t.Cf....n.|
003b33a0  de bf 89 73 5f 0d 6e 90  de bf 89 6b 6e 15 74 de  |...s_.n....kn.t.|
003b33b0  43 66 85 49 43 4f 4e 3b  00 49 6e 74 65 72 66 61  |Cf.ICON;.Interfa|
003b33c0  63 65 5c 49 63 6f 6e 73  5c 50 69 70 62 6f 79 49  |ce\Icons\PipboyI|
003b33d0  6d 61 67 65 73 5c 49 74  65 6d 73 5c 69 74 65 6d  |mages\Items\item|
003b33e0  73 5f 6e 75 6b 61 5f 63  6f 6c 61 5f 63 61 70 2e  |s_nuka_cola_cap.|
003b33f0  64 64 73 00 59 4e 41 4d  04 00 d8 64 08 00 5a 4e  |dds.YNAM...d..ZN|
003b3400  41 4d 04 00 d7 64 08 00  44 41 54 41 08 00 01 00  |AM...d..DATA....|
003b3410  00 00 00 00 00 00 47 52  55 50 ce 86 1c 00 53 54  |......GRUP....ST|
003b3420  41 54 00 00 00 00 04 25  01 00 01 00 00 00 53 54  |AT.....%......ST|
003b3430  41 54 5f 00 00 00 00 00  00 00 dc e5 07 00 12 43  |AT_............C|
003b3440  23 00 0f 00 00 00 45 44  49 44 11 00 4e 65 72 75  |#.....EDID..Neru|

However - as I said before - nothing in that entry appears to represent the Object ID.

I'd really appreciate some help solving that problem, since I'm out of clues by now. Thanks a lot in advance!
 
Have you looked into info on the oblivion .esm format? It's likely the same way. You might be able to find info on the UESP, or ask around in the Oblivion - Modding forum (people like scruggsywuggsytheferret or ElminsterEU might know).
 
Thanks for the hint.

I've already tried out several Oblivion modding applications and resource sites, but so far no success. It appears that the're not so many information about the .esm file format available on the web, that might however be due to me being relatively new to the Bethesda modding scene and hence not knowing the best sites to search on (Had hardly any success via googling), but I'm gonna continue my search tomorrow, since it's about time for me to go to bed.
 
Yeah, there's basically a few people who know the core details and most who don't (including me).

ElminsterEU wrote the TES4View program which allows in depth editing of .esm/.esp files so he should know where the FormID is located.

Another person to ask would be Wrye, although he's 'semi-retired'.
 
TESsnip will do it; just find the record with the EDID you want, and the FormID will be on the right hand side. In a hex editor, the FormID is the 4 bytes starting at position 0xc in the record header.

There's no way to do it in-game. The game itself completely ignores the EDIDs when it's parsing the file. They're only used by the cs to make it more readable.

Edit: Not important if all you have loading is fallout3.esm, but the first byte of the formid is dependent on the order that plugins are loaded, so even though a new weapon in a plugin that didn't depend on fallout3.esm would have a formID of 0x00xxxxxx in the esp file, it would be 0x01xxxxxx in game.
 
Thanks a lot.

Now I even know what got me confused. I assumed that the EDID tag was the 1st part of the entry.
 
Back
Top