aarchieee Posted Sunday at 11:18 PM Share Posted Sunday at 11:18 PM In vortex i see the flag "could be light" for various mods such as " spell eraser.esp" and "soul cairn landscapoe fixes.esp" and others. Should i just right click and mark as light so they are not counted toward the 254 ? Link to comment Share on other sites More sharing options...
7531Leonidas Posted yesterday at 10:11 AM Share Posted yesterday at 10:11 AM You should use SSEEdit and run the script for finding files that can be made into light versions. It will tell you what you have to do to be able to mark them. Pretty sure that you will still have to start a new game to use them, and the changes may still break the mods, or any NPC head parts involved in the mods. 1 Link to comment Share on other sites More sharing options...
anjenthedog Posted 23 hours ago Share Posted 23 hours ago Marking light works with some, maybe most, but a few aren't really suitable even when they're allowed to be by Vortex. IFF you actually need low-register plugin space, (ie you're running close the to 254 limit) I'd recommend you mark one light. Play for a while to make sure it's still working (and by a while I mean more than one session). If it's still 'alls-well-in-Skyrimland", then mark another. repeat as necessary I'd avoid marking Racemenu related plugins light. I had issues when I did that back in 1.5.97. Also SkyUI didn't behave well when I lightened something in its chain... YMMV Link to comment Share on other sites More sharing options...
scorrp10 Posted 21 hours ago Share Posted 21 hours ago When Vortex marks a plugin 'could be light', it does check that the mod is good for it. Meaning the mod is not just small, but is also compacted - has no records outside of valid light mod range (0x800-0xfff for pre-1130, 0x000-0xfff for 1130+). I have plugins in my load order which are small (less than 1k records) and have no actors/dialogue/scripts, but are not 'compacted' - and Vortex does not mark them as 'could be light' Still, I would recommend using SSEEdit for it. Load up SSEEdit, open up mod in question, and in 'File Header' section, double-click the space next to 'Record Flags', and in the opened drop-down, check off 'ESL' box. With that done, right-click on the mod name in the list, and select 'Check for Errors'. If it says: Errors found: 0, then you can save and exit. Otherwise, might be better to exit without saving. Link to comment Share on other sites More sharing options...
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