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New file plugin ESL for Creation Kit (255 mod limit removed)


N7R

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The official news here on the update:

https://bethesda.net/en/devnote/6LlSK0LZrU4UOOmiwuYswK/fallout-4-creation-kit-update-support-for-new-file-format

 

The big takeaway is this:

.esl files bypass the 32-bit plugin ID limit (255).

 

 

So essentially the 255 plugin limit could be eliminated with this new format possibly if enough modders start to sue the format more

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  • .esl files are treated as unique files from the .esp it was converted from, so saved games will not be compatible between them.
This fact is going to slow adoption a little. You can't just release an .esl version of an existing file - your users will need to uninstall the original version of the mod (if possible) and replace it with the .esl.
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I suspect this is related to the Creation Club rollout. The CK is getting updated to export the new file format, so I expect the game to be updated to support it. Be prepared for F4SE and mods to be broken again if that's the case.

 

Yep I bet Creation Club mods will use ESL exclusively. I am not sure if the only way Beth was able to make this new file type bypass the mod limit was to make it read only or wanted it that was so Creation Club mods could not be tampered with.

 

Either way I don't see it too much as a drawback since the payoff is mod limit removed with these. If some want the editable version of a modders mod I bet most will freely distribute the esp's still so people can make plugins off of it for edits and such. Personally I don't need to tweak stuff in mods others make usually and once you have the final version of a mod the esl will be very nice to make the mod cap essentially gone now. Tiny mods that take up a slot will be the best for that file type.

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The major difference is a 4000 form limit. There's a compression algorithm that you run on the original .esp to make sure the form IDs all fall within the limit. I hope it's a repeatable process, or you won't be able to update an .esl mod without risking changing some of the form IDs.

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I suspect this is related to the Creation Club rollout. The CK is getting updated to export the new file format, so I expect the game to be updated to support it. Be prepared for F4SE and mods to be broken again if that's the case.

 

Yep I bet Creation Club mods will use ESL exclusively. I am not sure if the only way Beth was able to make this new file type bypass the mod limit was to make it read only or wanted it that was so Creation Club mods could not be tampered with.

 

Most likely the latter, but maybe both: remove the plug in limit and you can sell more product to a single user.

 

I'm a little wary to jump in and trust that a new file format won't create issues with my saves. Let's hope CC customers won't be the beta testers for these new files.

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I could be wrong, but I don't see the Creation Club competing with free content if all it offers is one-off armor and weapon mods. I see it's strength being the huge Enderal expansion-sized quest mods, projects that are much more likely to be completed if the team is being funded. Those mods are more likely to go over the .esl form limit.

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  • .esl files are treated as unique files from the .esp it was converted from, so saved games will not be compatible between them.
This fact is going to slow adoption a little. You can't just release an .esl version of an existing file - your users will need to uninstall the original version of the mod (if possible) and replace it with the .esl.

 

It may slow adoption on two platforms, *but*, this seems like a handy sidestep to Sony's disallowance of external assets. Curated content on a completely different format from the public mods, how exactly could Sony say no to this?

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It may slow adoption on two platforms, *but*, this seems like a handy sidestep to Sony's disallowance of external assets. Curated content on a completely different format from the public mods, how exactly could Sony say no to this?

ESL files won't change anything on that front - Sony will still forbid external assets. All ESL files do is allow for the game to automatically merge records at run time.
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