TheDethToad Posted November 20, 2022 Share Posted November 20, 2022 So, been flagging gear mods as esl, recently made a new one, and if esl flagged it will crash my game mid loading screen after the main menu. However, if I disable a few other esl flagged mods this doesn't seem to be the case. They also seem to not cause issues if used on a new game. I'm not sure exactly why, which is why I'm here. I'm aware there is a limit to how many esl flagged mods you can have, as well as a limit on records per mod, but I'm pretty sure I'm not near either of those. If anyone knows what's going on and would like to tell me, that'd be appreciated. Link to comment Share on other sites More sharing options...
LazyDunmer Posted November 20, 2022 Share Posted November 20, 2022 I'm making a couple of assumptions based on what you have said (I know I shouldn't). It sounds like some of these mods at least will have formIDs that needed compacting. If you have compacted them and then loaded up an existing playthrough the game will be trying to load the old formIDs and not the newly created ones under the esl flag after compacting. A new playthrough will recognise the newly created ones and thus load them correctly so no crashes. I am oversimplifying but I would start there, check to see if you had to compact anything. Then maybe look at whether any said mod had scripts as they don't like being eslified generally speaking. As for the esl limit, I highly doubt you will reach it... Link to comment Share on other sites More sharing options...
TheDethToad Posted November 20, 2022 Author Share Posted November 20, 2022 Reaching the esl limit is a mad man's dream. And I'm aware you can't esl flag something mid game, and compacted things when necessary. I've even made an entirely new esp with the same stuff in it (literally 8 pairs of sunglasses with crafting recipes) and it still crashes if loaded as an esl. I'm stumped. Thanks though. Link to comment Share on other sites More sharing options...
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