Jump to content

Rules for Merging/ESLifying/Otherwise freeing up space


Baconator96

Recommended Posts

I've gone and downloaded too many guns and now I need to figure out how to turn all these ESPs into either ESLs or a single ESP. Issue is many of them are depended on by other mods like WhiskeyTangoFox's unique weapon replacers. What is the proper way to go about making all of this work in my load order? What will I have to edit in the dependent mods like Unique Weapon Replacers or Modern Weapon Replacers when or if I do compact them? What about if they're merged instead?

I really am just unsure of what precautions and measures I need to take in order to account for dependent mods. Thanks in advance for any help.

Link to comment
Share on other sites

Merging plugins shouldn't be your first choice. Compatibility patches will be rendered useless and you will have to rebuild your merge every time one of the mods gets updated.

I would focus on converting your mods to ESP-FE and ESL. Check the mod pages for ESL/ESP-FE versions or All-In-One packs, and if you need to convert a mod manually, make sure you load both the main mod and any relevant patches together in XEdit. This will keep the Form IDs intact and stop your patches from breaking. If you need more info, you can look at this quick guide.

Hope it helps!

 

  • Like 1
Link to comment
Share on other sites

1 hour ago, TurntLogic said:

Merging plugins shouldn't be your first choice. Compatibility patches will be rendered useless and you will have to rebuild your merge every time one of the mods gets updated.

I would focus on converting your mods to ESP-FE and ESL. Check the mod pages for ESL/ESP-FE versions or All-In-One packs, and if you need to convert a mod manually, make sure you load both the main mod and any relevant patches together in XEdit. This will keep the Form IDs intact and stop your patches from breaking. If you need more info, you can look at this quick guide.

Hope it helps!

 

It did help, I'm just confused because I've been told you don't want to necessarily flag as ESL ALL the plugins that Ruddy88's script flags, but for the life of me I can't find a consistent list of things that includes.

Link to comment
Share on other sites

My understanding is to stay away from animations, followers, quests, new cells, and mods that contain FaceGen. That's by no means comprehensive, but it should give you a general idea.

When it comes to weapons specifically I would stay away from things that have lots of dependencies, like frameworks or large-scale mods (Ex. See Through Scopes, Combined Arms). These mods may be convertible but the effort required might not be worth it. It's probably best to start with smaller mods that aren't too complex in scope and work your way up from there.

Link to comment
Share on other sites

I have to be honest here.    There shouldn't be a single weapon that has a built-in dependency.

That is what patches are for - and that is the domain of the one that wants to use said weapon.

Only time a dependency should be warranted is if the weapon simply can't function without it - i.e. like all the mods that use other mods for their animations.

Link to comment
Share on other sites

1 hour ago, fraquar said:

I have to be honest here.    There shouldn't be a single weapon that has a built-in dependency.

That is what patches are for - and that is the domain of the one that wants to use said weapon.

Only time a dependency should be warranted is if the weapon simply can't function without it - i.e. like all the mods that use other mods for their animations.

I think there's some miscommunication. The dependent mods are all things like Unique Weapon Replacers or Modern Weapon Replacers, the guns themselves (which are ESPs, and thus the problem I'm trying to figure out) don't have any dependencies save for the ones using tactical reload.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...