The better the Dweller's stat is for that room, the more they influence the room's effects. Every room in the Vault is linked to one of the SPECIAL stats. SPECIAL stats determine which jobs the dwellers most suited for. Each add-on, official or otherwise requires a single module space.Each Vault Dweller has its own SPECIAL stats and characteristics, these govern the different aspects of life in the vault, and making the best use of your dwellers abilities is key to their ongoing happiness and your vault efficiency. The ID number series in the FF (decimal equivalent: 255) range is reserved by the game engine for objects dynamically created and saved in the game's save file (such as PlaceAtMe'd object, projectiles, dropped inventory, or list-spawned actors).Īccording to the layout of this system, the maximum number of additional modules that can be loaded by the game is 254 (256 load order ranges, - 1 for the dynamic FF range, - 1 for the always-mandatory top-level master ESM). The load order ID of the top-level master module (such as Fallout3.esm, FalloutNV.esm, or Fallout4.esm) is always 00, as it will always be the very first module to load. One must use a utility like FO3Edit to ascertain the load order of a module. The first two digits of an ID number corresponds to its load order (in hexadecimal, like the rest of the number). The load order of modules (ESMs and ESPs) will affect the ID number of modules. It is for dynamically generated items, like loot from containers, random encounters or trader's wares. This ID is used to manipulate existing objects with commands like kill, moveto, or prid, for example.Īny item that is not created by pre-defined game module data (either original or from mods) will have a reference ID starting with FF to indicate that this item belongs to this particular save game. For example, all the bottle caps created from the same base object Form ID will have different reference IDs. The Reference ID is the unique ID of an individual object in the game space. The Form ID column of the Cell View window lists Reference IDs. Reference IDs are required to uniquely identify each instance of an object in-game. “ A Reference ID is a FormID assigned automatically to a Reference by the GECK when an object is placed in the Render Window.
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