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Posted (edited)

Many Mods gets released on the Nexus, while Most of them are Brilliant.

 

Thus Most of them is just a Mesh - Texture - Script - Sound into an esp, so what im Hoping is that when TES6 comes, Modders should be Considerate of others that wants their Mod, but the Mod should be (If it can) its Counterpart without the esp.

 

I suppose this Thread is way to early for its time, but the Poll still counts if you agree to have More Mods so Modders can either Merge their Mods or make a No esp Version.

 

esp Files tends to count as Files for the Mod List, whereas Mesh - Texture - Script - Sound Dont.

 

i have over 400 None esp Mods, whereas the esp Files themselves are at 255 the Limit in witch i have to Sacrifice the Mod in Deleteing it so it doesent go over it.

Edited by daventry
Posted

The what now?

Posted

Not really sure what you're aiming at, apart from some misconceptions of what an ESP is or how modding works.

If it's only 'replacer' mods, that is packages of meshes, textures, sounds, scripts, whatever, which are 'already existant' within the Vanilla game, then it's possible to put these into the game without creating an ESP for it.

However, in case of new materials, 'any' new materials, they will 'always' require an ESP to even get into your game. Nothing within the Vanilla game will reference those new files, and as such they will never make it into the game.

 

And as for the way this was expressed, you can neither 'turn' resource files (meshes, textures, sounds, scripts) into an ESP nor can an ESP 'contain' them. And I've got no idea what the 'Counterpart without an ESP' to a mod could possibly be, technically speaking. So I'm not sure what your 2nd sentence is even meant to mean.

Care to explain or elaborate a little?

Posted (edited)

Its a Message and a Plead to Modders so they make their Mods that are basically a Mesh - Texture - Script - Sound, to Not turn them into an esp, but Only if its a Mod that has to have an esp

Edited by daventry
Posted

My I ask: What exactly is the point of this thread/poll? I don't see the glaring problem, to be honest.

You need an esp for custom content. It also does not take any effort for other people to use the content without the esp.

 

I don't get it!

Posted

The thing is you cannot 'turn them into an ESP'. That's technically impossible.

 

There are mods which require an ESP to have any effect on your game and there are those which don't.

Those which don't also rarely have an ESP though, and those which have usually do so for a reason.

 

I still don't see what this 'Counterpart' you're talking of could be, or how it could possibly be created. If a mod has an ESP, it needs one, period.

Nobody's adding an 'empty' ESP to his or her mod before release for no reason whatsoever.

 

Perhaps show us some mods you think could do without an ESP, so we'll either understand what you mean or be able to show you why it won't work ever.

Posted

 

i have over 400 None esp Mods, whereas the esp Files themselves are at 255 the Limit in witch i have to Sacrifice the Mod in Deleteing it so it doesent go over it.

 

 

I agree with Drake more explanation please?

 

Also there are several ways to combine ESPs into your load order. Wrye and Tes5Edit both allow this so you do not have to sacrifice as much as that perhaps. Of course eventually there is nothing more to combine. This is why I love these games so much. Trying out different things is wonderful.

Posted (edited)

Yea but People like me just dont get on How to work Wrye and Tes5Edit, since many times i thought Merging Mods would be easy, yet you have to Tweak the Mod to avoid Conflicts and i dont know how to do that. Its not always a simple 1 2 3 step, theres always something more inbetween.

 

Its like these Mods, why are they a esp when they are infact just the opposite in wasting Mod Limit space of being a esp.

 

No Salty Food

http://skyrim.nexusmods.com/mods/25903

 

No Chimes

http://www.nexusmods.com/skyrim/mods/38182/?

 

Sound of Barenziah

http://www.nexusmods.com/skyrim/mods/16018/?

 

Solitude Lighthouse On

http://www.nexusmods.com/skyrim/mods/13314/?

 

Solitude No Sewer Sound

http://www.nexusmods.com/skyrim/mods/15977/?

 

Aura Whisper No Red Screen

http://www.nexusmods.com/skyrim/mods/31922

 

CandleLight No Bulp

http://www.nexusmods.com/skyrim/mods/13791/?

 

DB Assassin The Client

http://www.nexusmods.com/skyrim/mods/29655/?

 

Disable Decapitation

http://www.nexusmods.com/skyrim/mods/37661/?

Edited by daventry
Posted (edited)

The salt mod definitively needs an .esp. How else would you be able to modify the game's food recipes?

 

The sounds of Barenziah mod also requires an .esp so the game can calculate when you're near one. That cannot be done with just meshes and textures.

 

The Solitude lightouse fire mod also needs an .esp to actually put a fire there - it could have been done by editing the lighthouse mesh to add the fire on top, but that would require quite a bit of fiddling. You could attach the firehouse to the fire mesh instead, but then the size and axis would be different so it would still require an esp to align the new lighthouse properly.

 

The Aura Whisper mod definitively requires an esp to actually force the game to not apply visual effects when using that shout.

 

The DB Client mod also needs an esp because it's adding text to letters - how else are you supposed to do that otherwise?

 

The No decapitation mod also requires an .esp because it makes changes to kill moves in the game. I have no idea why you would think it could be done without an esp.

 

The candlelight mod could be made esp-less by making an invisible mesh of some sort and put it in the location of the vanilla bulb so it doesn't appear, but that could also require skill in mesh making/editing. I'm not even sure if the candlelight bulb is a mesh or just a visual effect, in which case making it esp-less would be impossible. And maybe the chimes and no sewer sound mods could have been made just silent soundfiles, but then they would be silent everywhere in the game, not only in the specific locations the mods change. So they still require an esp to do exactly what they aim to do, no more and no less.

 

I'm sorry to say it but you don't seem to be very knowledgeable about what .esps can actually do and when they are or are not required. Most people will indeed try to avoid esps unless its necessary, and in any case TES6 is a long way ahead. I don't know why you're trying to discuss it so ahead of time...

Edited by Jokerine
Posted

I think now we're at the root of the misconception.

'All' these mods require an ESP, as they're changes to the records inside the Skyrim.ESM (or others).

Know any other way to change game records without using an ESP? How could they possibly be done 'without' an ESP? :ermm:

 

Sure, the No Sewer Sound or CandleLight No Bulb effect could've been achieved by replacing the resource files for the sewer sounds with mute ones or the mesh file for the light bulb with an empty one, but this could have a detrimental effect on other parts of the game using the same files for different purposes as well. Simply turning the individual things off in an ESP instead is the only sane and safe way to go about it.

 

We're talking of Vanilla game files here after all. Who knows how many mods use this light bulb sprite for like complex magic visual effects or some such, or how many mods make use of the sewer sounds for a custom dungeon or city sewer? You're going to render them all disfunctional and broken by effectively removing these files (replacing them with empty/mute ones)?

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