chucksteel Posted December 28, 2017 Share Posted December 28, 2017 Has anyone tried this conversion process yet? Did it work out?I have a Pip-boy skin mod that uses the .esl format and it works just fine, It's fully compatible with the CC skins. Faction Pip-Boys I didn't release it on the nexus but I can, There were just already so may skin mods here and I did this as sort of a jab at Bethesda for selling one skin at a time. :devil: Link to comment Share on other sites More sharing options...
SirDanest Posted December 28, 2017 Share Posted December 28, 2017 Ah, looks nice! I'm at the mod limit now so I either have to merge more stuff or use esl. ;) Link to comment Share on other sites More sharing options...
chucksteel Posted December 28, 2017 Share Posted December 28, 2017 Ah, looks nice! I'm at the mod limit now so I either have to merge more stuff or use esl. :wink:If you have a bunch of small mods like single weapons or armors they should convert to .esl without any problems. They would stack then and help with your mod cap. Edit: Just an Example Crude Blowback is a perfect candidate for .esl conversion. The process is fairly simple, open the small mod in the Creation Kit, under the File menu go to Convert to .esl, You'll get some warning, click ok, the Ckit will re-number the form ID's and set the .esl flag It will then save a new copy MYMod.esl the .esp will still be there as your working file and backupDone and Done. Link to comment Share on other sites More sharing options...
SirDanest Posted December 28, 2017 Share Posted December 28, 2017 So, let's say I turn a weapon into an esl, and later on add an esp that modifies all guns, would it still affect that esl weapon just as if it were still an esp? Or what about visuals, like the cbbe esp? Link to comment Share on other sites More sharing options...
chucksteel Posted December 28, 2017 Share Posted December 28, 2017 I know squat about CBBE! I don't use it and think most of the mods that do are unattractive. That being said If say you had a weapon mod that you converted to .esl and then added a patch to change that weapon mod you would have to fix the patch to work with the .esl or it would still require the .esp. I can't say exactly how you would need to fix the patch but the .esl does renumber all form ID's in the mod that is converted so likely a lot of fixes. Link to comment Share on other sites More sharing options...
Malicor06 Posted November 9, 2018 Share Posted November 9, 2018 The official news here on the update:https://bethesda.net/en/devnote/6LlSK0LZrU4UOOmiwuYswK/fallout-4-creation-kit-update-support-for-new-file-format The big takeaway is this:.esl files bypass the 32-bit plugin ID limit (255). So essentially the 255 plugin limit could be eliminated with this new format possibly if enough modders start to sue the format morehm...i think Fallout 4 is 64bit game? or will you say game is 64bit and the engine 32bit? Link to comment Share on other sites More sharing options...
chceviker Posted March 27, 2019 Share Posted March 27, 2019 Ah, looks nice! I'm at the mod limit now so I either have to merge more stuff or use esl. :wink:How to enable esl in NMM? Link to comment Share on other sites More sharing options...
Richwizard Posted March 27, 2019 Share Posted March 27, 2019 (edited) Usually, when you install an esl mod with NMM, it doesn't appear in the load list immediately. You have to exit NMM and reopen it. It should then appear and you can activate it. Me and a lot of other people wish they would fix this. Edited March 27, 2019 by Richwizard Link to comment Share on other sites More sharing options...
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