Oblivion

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Asesino

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asesino

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159 comments

  1. atkinsd91
    atkinsd91
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    This doesn't seem to correctly report the mod it comes from. Every object I use this on always gives the 'Mod from' as Oblivion.esm, when I know I'm looking at objects overwritten by other mods. 

    Why isn't this working properly? Is it anything to do with having a bashed patched at all?
  2. AudioBoyMA
    AudioBoyMA
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    Hopefully someone is still monitoring this forum.

    I've been using this mod for a while now and it's been incredibly useful. I love it! The one issue I have is that it doesn't identify missing meshes. I've put the reticle over them from a number of different directions, as well as clicking them in the console, and I'll get a readout on the wall or object behind it instead.

    Anyone else run into this?
  3. pandax90x
    pandax90x
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    Dud mod? Doesn't do anything. Alt Right clicking and shift right clicking doesn't do jack. I installed thinking I could use this to get the item ID of another mod item. Will endorse if someone can explain why it doesn't work/get it to work. Not a modder, just someone that likes using them, so please, dumb it down for me. Installed via Vortex.
    1. starlessmao81ac
      starlessmao81ac
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      You installed with Vortex, that's why...if you are a casual mod using player, you'd get better results with Wrye Bash or MO2...
    2. Uthuriel
      Uthuriel
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      Why are you giving bad advice... this has nothing to do with Vortex.
      It's perfectly installable with that MM. The only thing you can't do is install the optional file, which isn't needed.
  4. PhantomLiberty
    PhantomLiberty
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    https://en.uesp.net/wiki/Oblivion_Mod:DirectX_KeyMap

    For anyone wanting to change the default keybinds, since I didn't see this resource anywhere.
    1. YourTikiGod
      YourTikiGod
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      Thank You!
  5. Kolagon
    Kolagon
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    Sadly, it appears this mod doesn't cover giving the id of an Active spell buff, I wanted to get the ids of all the Class Advantage spell buffs so when I go to make a custom class, I won't be restricted on what spell I want on what custom class.
    1. FireTehVahu
      FireTehVahu
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      Refscope has that information but does not completely replace FormIDFinder, as Refscope doesn't show ownership, coordinates, model and icon locations. Both are useful in different ways.
  6. DoritosJoShmoAric
    DoritosJoShmoAric
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    Total newb, and Ion know what the hell a .Ini is! I'm a lil too tired and drunk to figure this level of modding, maybe tomorrow lol
  7. Schrobes
    Schrobes
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    Left Shift and Right Mouse Button are my walk and block buttons.

    wtf ever...
    1. HadToRegister
      HadToRegister
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      Apparently you didn't read the DESCRIPTION Page
      NOTE: Alt-Right Click and Shift Right Click are the defaults but you can change these setting in FormID Finder.ini.
      And looking at the ini, this is what it says
      ; Set the FormID Finder focus key- this is the key you will use to select objects to run FormID Finder on.
      set FormIDFinderQuest.KeyPressed1 to 56  ; Default to Alt
      set FormIDFinderQuest.KeyModifier1 to 257 ; Default to right click, set to 0 for no modifier.

      ; Set the FormID Finder Secondary key - in the game world this brings up a report on your character.  In Barter menu or container menu, this lets you read the book without picking it up.
      set FormIDFinderQuest.KeyPressed2 to 42  ; Default to Shift
      set FormIDFinderQuest.KeyModifier2 to 257 ; Default to right click, set to 0 for no modifier.
  8. Cadances
    Cadances
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    Highly recommend this one. Has helped me alot.
  9. Vrugdush
    Vrugdush
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    Greetings, Asesino!

    Thanks for a great mod. I find it especially invaluable for finding out the names of meshes while in game.

    Unfortunately, I have a bug to report: FormID Finder sometimes gets cell coordinates wrong. More specifically, the reported absolute value of negative coordinate numbers is one too large. Or in other words, it adds -1 to all negative coordinates. This happens for both the player and object scrolls. Positive coordinates and zero are reported correctly.

    For example, FormID Finder reports cell (-1, -1) as being (-2, -2),  cell (10, -10) becomes (10, -11), cell (-40, 24) becomes (-41, 24), and so on. Cells (0, 0) and (1, 1) are reported correctly, as are all cells with only positive coordinates.

    This throws a spanner in the works when reporting bugs for landscape mods. Thankfully there's always the game's built-in debug text, tdt with sdt 0. I'll have to rely on that for coordinates from now on. I'll keep using this mod for all its other great features though. Thanks again.
    1. Worldsong
      Worldsong
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      I noticed that myself recently as I've been on a learning modding kick lately and been using this mod to help me figure out mod conflicts, etc. But it's not always just the negative # that's affected. For example, there was a lamppost that was floating above the roadbed for a patch mod. FormIDFinder reported it as at Cell 14, -4. But when I looked in the Construction Set to fix that little problem, it actually was at Cell 15, -3. I suspect the # changes might depend on what quarter of the cell coordinate system you're in. Haven't tested that yet to see if that's the case.
  10. swordofcoffee
    swordofcoffee
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    Can this help me find the Form ID of spells? I've spent the last 3 days looking for the Form ID for the scroll-only spell Weakness to Disease only to come up utterly empty handed. I know I can get the spell if I can get the Form ID because the psb command adds Weakness to Disease to the player's spells. Can this mod help me find what I'm looking for?