Dubbyk Posted April 25, 2018 Share Posted April 25, 2018 OK so I know a .ESL can not be updated as a .ESL, it's got to be turned back into a .ESP, changed then turned back into a .ESL and that can lead to issues if your doing this mid game as the .esp to .esl flip flops change ID and file names. My question is, if I have a .esp file, turn it into a .esl before the start of a new game, so as far as the save is concerned it's always been a .esl, the mod updates I down load it, turn it back into a .esl with the same exact name, will the game still implode under changing IDs? Or since the .esp is turned into a .esl the same way as before the IDs are being compacted in the same order thus netting the same out put? Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 26, 2018 Share Posted April 26, 2018 I'm not a modder, first of all. But. I have been using mods with an .esp and then switched to an .esl version of that mod in the middle of a game without any consequences. It's just the plug-in that changes extension and load order; what that plug-in contains stays the same, as does the name of the plug-in. Link to comment Share on other sites More sharing options...
Dubbyk Posted April 26, 2018 Author Share Posted April 26, 2018 I've heard if there are items / buildings from the .esp they will need to be rebuilt / gotten when you turn it into a .esl due to compacting the FOID numbers, thus changing the IDs of all items within the .esp so you now have orphan references Link to comment Share on other sites More sharing options...
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