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Evilpwn

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My mod list achieved 253 mods and i have ~150 .esl mods. I want convert some .esp mods to .esl but i have bad experience with weapon mods(ther loses aminations and broke models). Anyone have hints for better convert any mods? Like a weapons, features, companions and etc. Or how else can make slots for modifications?

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And why exactly did you do that? I'd guess that's where you messed up your animations and meshes.

 

If the mod has the files "foobar.esp" and "foobar - main.ba2", you can convert it to "foobar.esl", and it will still load "foobar - main.ba2". No need to extract it.

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And why exactly did you do that? I'd guess that's where you messed up your animations and meshes.

 

If the mod has the files "foobar.esp" and "foobar - main.ba2", you can convert it to "foobar.esl", and it will still load "foobar - main.ba2". No need to extract it.

It helped me several times and has access to the files (just in case).

 

p.s. Maybe you know some ways for create empty slots for mods? I try "True Power Merge" but it turns out bad with complex mods

Edited by aki_
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I am guessing empty slots means reducing the amount of esp. mods?

 

Curious on this, but not coz I am anywhere near the cap limit. Does converting to ESL have any negative affects? Once its an ESL it moves up in load order so its going to be over written by conflicting mods right?. Unless you make a patch, but that defeats the purpose of trying to lower your total mod number count.

 

I guess creating a new mod that encompasses as many of your patches as possible all in one can work, but that is a lot to manage if the mods and therefore patches might still be getting updated.

 

I created a large patch for my own personal use that has combined a number of patches that I could have made individually for a variety of mods, not really to save space but just to keep it cleaner for myself and to introduce some new things I wanted that the mods didn't have.

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If you are making your own mods to distribute, and doing so before you distribute, then converting to .esl may be a preferred option. This allows the file to load early in the ESM block. However, if you're dealing with other people's mods, and likely some that might also be used as masters, it may be preferred to use .esp with an ESL flag just to get the light slot and free up the load order slots without changing the filename. I and many others have done this with high success. Converting and renaming the files to .esl has 3 very specific impacts that may be undesired.

  • .esl files are loaded into the ESM block area. Meaning they are forced high in the load order before normal .esp files.
  • .esl files can only be sorted within the ESM block area with other .esm master files.
  • .esl files should only have .esm or other .esl as masters. You should not use a .esp as a master. CreationKit dislikes trying to do this anyway.

Using a .esp with the ESL flag gives the benefit of rearranging your load order to facilitate override priorities as desired, while making the FormIDs load into the FE slot with other Light Masters.

 

To easily find and set your ESL flag ready .esp files the newer versions of xEdit from GitHub have a nifty command line argument -PseudoESL. When launching the tool with that, then loading up your entire load order. The FormID prefix shown will automatically change to FE for files that fit the criteria for being ESL "as-is". Meaning they have less than 2048 new forms, and all the current FormIDs for those forms are within the 0x800 - 0xFFF range. Basically the criteria that CreationKit checks before converting to Light Master using the available menu option. Then if you turn on the xEdit option to show the header flags and filter the visible plugins to "[FE" it will easily show you which files can just be flagged as ESL to load into light slots and which ones already have an ESL flag.

 

I originally went on a quest to change all my .esp that could be .esl to such. Then I realized that would screw with load order concerns. So I've opted to fall back on just setting the ESL flag on .esp files as desired.

 

Interesting foot note: 2 of the official Fallout 4 Workshop .esm DLCs can be flagged as ESL to free up slots as well. So check your .esm files as well.

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