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Combining Clothing mods into a single outfit for private use


JasonTodd1976

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Hello All,


The question is pretty simple, I would like to create a clothing set for the (at the moment) Named Female NPCs. I have no intention of publishing it as I know a couple of the mods are now abandoned and permissions can not be granted, But I don't want to have 30 or so clothing mods in the load order doing nothing but suppling a pair of boots or a pair of shorts to another mod. I tried doing it through bodyslide but as soon as the mod was disabled the texture went with it.


If someone can set me straight I would be grateful


Cheers Jason

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ESL is Bethesda's new plugin format. Instead of your plugin limit being capped at FE (255) ESLs get around this by giving themselves numbering so FE:1,FE:2,FE:3.

 

Armor mods are good candidates for ESL, some mods like gameplay changes won't work in ESL, and most weapon mods break when converted.

 

I recommend learning to use the merge plugins application, it's very very easy after you do your first merge, and will allow you to also merge other similar mods in the future. Watch GamersPoets videos about merging plugins.

 

But if you wish to learn how to ESLify your mods, just google "convert esp to ESL"

 

When you load an esp in CK, it can take a few minutes to load before you can save it as ESL. Imagine doing that 30 times. I ESL small mods as I get them, I'd hate having to do 30, and would much rather do this task with Merge Plugins.

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esl stands for Elder Srolls Light (esp = Elder Scrolls Plug-in; esm is Elder Scrolls Master) esl plug-ins have the particularity that they are at the same time seen as master files but their structure is such that they don't count towards total plug-in use. NMM's main mod page will show the total of plug-ins you have installed, including esl plugs. NMM's plug-ins list will only show esp and esm total.

 

I currently have 704 mods installed with 291 plug-ins of which 37 are esl plugs.

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esl stands for Elder Srolls Light (esp = Elder Scrolls Plug-in; esm is Elder Scrolls Master) esl plug-ins have the particularity that they are at the same time seen as master files but their structure is such that they don't count towards total plug-in use. NMM's main mod page will show the total of plug-ins you have installed, including esl plugs. NMM's plug-ins list will only show esp and esm total.

 

I currently have 704 mods installed with 291 plug-ins of which 37 are esl plugs.

not All of those 291 are active at the same time though are they? All I want to do is extract the pants from mod A, shoes from mod B and shirt from mod C to create mod D for me to use.

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esl stands for Elder Srolls Light (esp = Elder Scrolls Plug-in; esm is Elder Scrolls Master) esl plug-ins have the particularity that they are at the same time seen as master files but their structure is such that they don't count towards total plug-in use. NMM's main mod page will show the total of plug-ins you have installed, including esl plugs. NMM's plug-ins list will only show esp and esm total.

 

I currently have 704 mods installed with 291 plug-ins of which 37 are esl plugs.

not All of those 291 are active at the same time though are they? All I want to do is extract the pants from mod A, shoes from mod B and shirt from mod C to create mod D for me to use.

 

Yes, they are all active at the same time since those meanwhile 38 esl plugs aren't counted towards the max total of 255. NMM's mod tab shows 292 active plug-ins in red, while the plug-in tab shows only 254. Thre esl plugs are sitting among the esm ones but don't have a listing number.

 

 

 

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Is it possible to merge a clothing mod with its replacer? I have all of the Kites mods but 2 of them have replacer mods and 1 has a V.I.S patch. That is if I put the Slavesuit replacer in with the Slavesuit itself would it still overwrite the vanilla Vaultsuit as it should or would it look for a esp that no longer exists?

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Is it possible to merge a clothing mod with its replacer? I have all of the Kites mods but 2 of them have replacer mods and 1 has a V.I.S patch. That is if I put the Slavesuit replacer in with the Slavesuit itself would it still overwrite the vanilla Vaultsuit as it should or would it look for a esp that no longer exists?

Yes it is. As long as the mods your merging have loose files. BA2 files can't be merged, unless you turn them into loose files, but those I just make .esl instead.

I have about 20, or so, armor/clothing mods merged together. some do act as replacers, and they are working correctly. I have turned many weapons into .esl's and have no issues with them. I have also merged a lot of weapon mods together as well.

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