Skinjack Posted January 17, 2021 Share Posted January 17, 2021 Silly question, but how do you identify a mod that has a non-lite esp or an esm? I've never needed it before, but my list of lite mods is twice as big as my other mods and it just makes for easier searching. Especially when I am trying to merge some smaller mods to clear up loadlist space. Is it possible (I know how to identify light mods) or planned in a future release? I just want to be able to easily identify which mods I can (possibly) safely merge and which of them don't actually need it. Link to comment Share on other sites More sharing options...
AugustaCalidia Posted January 17, 2021 Share Posted January 17, 2021 Plugins page -----> Actions -----> Flags Link to comment Share on other sites More sharing options...
Skinjack Posted January 17, 2021 Author Share Posted January 17, 2021 Haven't used flags before so I didn't have it active for that column. I suppose these all have to be individually marked, huh? Trying to avoid that, since I have 6-700 mods. Oh well, guess I might as well get started. Thank you. Link to comment Share on other sites More sharing options...
Pickysaurus Posted January 18, 2021 Share Posted January 18, 2021 This shows which of the plugins you have installed could be made light (without compacting formIDs in xEdit) Link to comment Share on other sites More sharing options...
Skinjack Posted February 4, 2021 Author Share Posted February 4, 2021 Thanks Pickysaurus, sorry I didn't see this. I do use this method for identifying lights. Happened upon it by accident in my early Vortex days. I don't really mess with compacting formids in xEdit right now, although I'm sure it would save me a TON of space. Maybe someday when I run out of room in my load order. I'll eventually do that for mods that affect "universal" effects like... I dunno... No Grass in Caves... that have an .esp that takes up a load order spot. For now I have patiently gone through all my mods and slightly changed their names with a prefix (ESP, ESPFE, SKSE, INT, etc) so I know what the mod contains and which do not add to my load order. Hmmm. That should be automated. Maybe a column that you can turn on/off in settings that tells you whether the mod takes up a load order spot or not. Yeah, I know, really lazy of me. New idea for Vortex. :tongue: Link to comment Share on other sites More sharing options...
HadToRegister Posted February 4, 2021 Share Posted February 4, 2021 Thanks Pickysaurus, sorry I didn't see this. I do use this method for identifying lights. Happened upon it by accident in my early Vortex days. I don't really mess with compacting formids in xEdit right now, although I'm sure it would save me a TON of space. Maybe someday when I run out of room in my load order. I'll eventually do that for mods that affect "universal" effects like... I dunno... No Grass in Caves... that have an .esp that takes up a load order spot. For now I have patiently gone through all my mods and slightly changed their names with a prefix (ESP, ESPFE, SKSE, INT, etc) so I know what the mod contains and which do not add to my load order. Hmmm. That should be automated. Maybe a column that you can turn on/off in settings that tells you whether the mod takes up a load order spot or not. Yeah, I know, really lazy of me. New idea for Vortex. :tongue: Vortex can do it without using Xedit.In Picky's screenshot above, just double click on any of the esps that "Could be light", a panel opens up on the right, and you can click "MAKE LIGHT", and Vortex will convert it for you. Link to comment Share on other sites More sharing options...
Tannin42 Posted February 5, 2021 Share Posted February 5, 2021 That's not quite the same thing though. The plugins marked as "could be light" are plugins where we can just set a flag to make it light, the formids all stay the same. There are plugins that xedit could turn into a light plugin by compacting formids that Vortex can't convert (and wouldn't show as "could be light"). Link to comment Share on other sites More sharing options...
HadToRegister Posted February 5, 2021 Share Posted February 5, 2021 That's not quite the same thing though. The plugins marked as "could be light" are plugins where we can just set a flag to make it light, the formids all stay the same. There are plugins that xedit could turn into a light plugin by compacting formids that Vortex can't convert (and wouldn't show as "could be light"). So, does that mean people converting using Vortex wouldn't experience any save game corruption if they decided to flag an esp as light, in the middle of a game because the records aren't compacted then? Link to comment Share on other sites More sharing options...
Pickysaurus Posted February 5, 2021 Share Posted February 5, 2021 That's not quite the same thing though. The plugins marked as "could be light" are plugins where we can just set a flag to make it light, the formids all stay the same. There are plugins that xedit could turn into a light plugin by compacting formids that Vortex can't convert (and wouldn't show as "could be light"). So, does that mean people converting using Vortex wouldn't experience any save game corruption if they decided to flag an esp as light, in the middle of a game because the records aren't compacted then? No, marking an ESP as light mid-save is the same as removing the original mod and adding a completely different one. It will still cause problems in your save (as far as I know). Link to comment Share on other sites More sharing options...
HadToRegister Posted February 5, 2021 Share Posted February 5, 2021 That's not quite the same thing though. The plugins marked as "could be light" are plugins where we can just set a flag to make it light, the formids all stay the same. There are plugins that xedit could turn into a light plugin by compacting formids that Vortex can't convert (and wouldn't show as "could be light"). So, does that mean people converting using Vortex wouldn't experience any save game corruption if they decided to flag an esp as light, in the middle of a game because the records aren't compacted then? No, marking an ESP as light mid-save is the same as removing the original mod and adding a completely different one. It will still cause problems in your save (as far as I know). Oh, ok, thanks Link to comment Share on other sites More sharing options...
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