crawe1x Posted August 31, 2017 Author Share Posted August 31, 2017 I have started a topic on them in the Creation kit section New .esl format Okay, thanks, I'll keep an eye on that thread. Link to comment Share on other sites More sharing options...
Deleted15964729User Posted August 31, 2017 Share Posted August 31, 2017 Rename plugin to esp, open it in xedit. Link to comment Share on other sites More sharing options...
chucksteel Posted August 31, 2017 Share Posted August 31, 2017 Rename plugin to esp, open it in xedit. Does that actually work or are you just making some random suggestion? Have you tried it? I suspect it will not work because the files are quite different from .esp's in the way they work. Link to comment Share on other sites More sharing options...
Deleted15964729User Posted August 31, 2017 Share Posted August 31, 2017 I've tried it, works fine. Link to comment Share on other sites More sharing options...
chucksteel Posted August 31, 2017 Share Posted August 31, 2017 I've tried it, works fine.Interesting! I still haven't messed with them yet and just trying to get as much info as possible. Link to comment Share on other sites More sharing options...
crawe1x Posted August 31, 2017 Author Share Posted August 31, 2017 Just tried kingtobbe's suggestion, and it does indeed seem to work. :thumbsup: I haven't tested it in-game yet, but I did make a copy of the Handmade Shotgun .esl, renamed it and changed it to an .esp, and then dropped it into my Data folder. I could open it using FOEdit no problem. Got a few error messages littering FOEdit: <Error: No strings file for lstring ID 000000XX>. Not sure if this is a major problem, but at a glance, I think this could work. Link to comment Share on other sites More sharing options...
chucksteel Posted August 31, 2017 Share Posted August 31, 2017 Let us know how it works out. I would also suggest you try to rename your edited .esp back to .esl and test it (Mostly just to see what happens) As for the string file they are mostly for localization. I don't know much about them other then that. Link to comment Share on other sites More sharing options...
crawe1x Posted August 31, 2017 Author Share Posted August 31, 2017 (edited) Okay, so this is what I discovered. First, I copied ccfrsfo4001-handmadeshotgun.esl and renamed it ccfrsfo4001-handmadeshotgunME.esp. I opened it up in FO4Edit and raised the damage file in all the different weapon entries (half a dozen or so if I recall) from 45 to 120. From here, I loaded up the game, but the damage value hadn't changed. This would seem to prove BigAndFlabby's point in the other thread: the .esl files are reserved for the 254/255 load order slots. So my modded .esp file was losing out to Beth's original .esl file, which was being loaded up after. Next, I cut Beth's original .esl file out of my Data folder and pasted it onto my desktop. I renamed my modded .esp file to ccfrsfo4001-handmadeshotgun.esl. In other words, it now had the exact same name as Beth's file. I then loaded the game up and my changes to the damage values instantly showed up. So yes, it seems that you CAN change Beth's .esl file into an .esp file simply by renaming the file extension. You can then edit that .esp in FO4 as normal. And then you can rename the modded .esp, turning it back into an .esl. Edited August 31, 2017 by crawe1x Link to comment Share on other sites More sharing options...
Deleted15964729User Posted August 31, 2017 Share Posted August 31, 2017 Thanks for the detailed explanation, I'm on my phone so tend to keep things simple as I suck at typing on this thing. Glad you got it working :) Link to comment Share on other sites More sharing options...
crawe1x Posted August 31, 2017 Author Share Posted August 31, 2017 Thanks for the detailed explanation, I'm on my phone so tend to keep things simple as I suck at typing on this thing. Glad you got it working :smile: Yep, it was a good spot. Thanks for the tip :thumbsup: Link to comment Share on other sites More sharing options...
Recommended Posts