QUOTE(Sarya @ Jun 12 2008, 10:13 PM)

nosisab, does the initial FormID of the item have anything in common with FormID of a particular copy of it present in the game? I mean maybe he can learn those first two numbers by taking another piece of chokeberry, dropping it on the floor and clicking on it with active console? Wryebash maybe hard...
Yes, for the item it is the same but that index (but not for the references) explaining better. says xyzSword have a mod index ID 01002347 shown in CS (01 means it is the mod loaded in the CS after Oblivion.esm that is 00). but this item can have a
'instance' in the game... says one instance of it placed in a container where it can receive a specific ID to imply "that one item" even when may be more than one of then (this instance ID is the one give to the item in the
'render' window, and indeed we give a name, like xyzsowrd1). The engine gives an instance ID to items whenever one instance of it get in play, so it is found to have ids like ff123943 ... When we are adding or removing such items to player or whatever container we reference the
'father' object ... the one with the ID shown in the
"object window" in the CS appended the position index and don't need to care the ID the engine will give to this specific object instance.
Example: this xyzSword that appears in the CS as 01002347 is from a mod loaded at position 3b, so we add it to player in console with Player.additem 3b002347 1
I don't know if I made this clear, my English betray me sometimes.
PS: Since these command types don't care for copies (and so don't care for the actual ingame instance ID) we need supply the quantity and can't chose what one to remove
PS 2: you just need open Wrye bash and look for the number in the load order column.
any way you get this number is valid. you can count all 'selected' ESMs and ESPs until and including that mod. and converting the decimal number found in the Windows calculator in scientific mode (remember Oblivion is 00 so don't count it)