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How to identify mods with an esp/esm in Vortex


Skinjack

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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.

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  • 3 weeks later...

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:

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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.

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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").

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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?

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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).

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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

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