miraculux Posted September 13, 2021 Share Posted September 13, 2021 I know that you have to do this before you can turn an esp into an esl and save on esp count, but how does changing a few numbers make it easier for the game to load it? Link to comment Share on other sites More sharing options...
7531Leonidas Posted September 15, 2021 Share Posted September 15, 2021 I'll take a stab at this - the ESPFE plugins load into a different part of the program memory, so the form IDs must be made shorter to allow them to function from that memory allocation. At least, that is my understanding. The ESPFE plugin always starts with FE - that is a given. This means that any formID in the plugin will also have to start with FE, and not with any prefix originally assigned by the installation/mod manager process. This causes formID changes (and load order changes), and that is why you get corrupted saves in games you already are running. Something about the FE prefix makes it impossible to use as a reference for cell information that is used in another plugin. Again, this is my understanding, which is very limited as a non-modder. Link to comment Share on other sites More sharing options...
ReDragon2013 Posted September 16, 2021 Share Posted September 16, 2021 link: https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/ Arthmoor has written here:- "Form IDs need to be compacted for the file to be considered valid. The CK has an option called "Compact Active File Form IDs" in the file menu. xEdit also has a function for this. When using either of these, PAY ATTENTION TO THE WARNINGS."- "You cannot compact IDs on a file you intend to continue using in an existing save or you WILL corrupt it due to the form IDs contained within it being rewritten. Only do this on files you have not yet begun using, and which do not yet exist as public releases."- "DO NOT attempt to patch anything inside of a CELL record that originates with a file flagged as ESL." Link to comment Share on other sites More sharing options...
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