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New game to carry over ESP changes?


Durante

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Posted

Why do I need to start a new game for the changes made to ESP's by creation kit to carry over? Is anyone aware? Is it fixable?

Posted

I'm not sure about Fallout, I don't actually have it but I don't think this is a thing in Skyrim at least is it? I know my loading screens started slowing down around the same time as I made a few edits to ESP's but I had assumed that was because of how many mods I had installed and that I had been playing for a few dozen hours by then rather than the changes I had made.

Posted
2 hours ago, Durante said:

Why do I need to start a new game for the changes made to ESP's by creation kit to carry over? Is anyone aware? Is it fixable?

It depends on what you changed.  If you move statics around in a location you have already visited, the changes won't be reflected in the current game.  Some NPC changes require disabling and enabling the actors to take effect.  Most other changes take effect immediately, though.

Posted
18 hours ago, Durante said:

Why do I need to start a new game for the changes made to ESP's by creation kit to carry over? Is anyone aware? Is it fixable?

To add to what Ego said..

Some changes are permanently baked into the save file. Meaning, that once the engine reads the data from disk, it stores that data in the save for faster access later. That's why some edits to a mod wont show up on a current save. It's also why you can have serious problems when removing a mod mid run.

Posted
On 9/8/2019 at 7:40 PM, EgoBallistic said:

It depends on what you changed.  If you move statics around in a location you have already visited, the changes won't be reflected in the current game.  Some NPC changes require disabling and enabling the actors to take effect.  Most other changes take effect immediately, though.

On 9/9/2019 at 12:17 PM, izzyknows said:

To add to what Ego said..

Some changes are permanently baked into the save file. Meaning, that once the engine reads the data from disk, it stores that data in the save for faster access later. That's why some edits to a mod wont show up on a current save. It's also why you can have serious problems when removing a mod mid run.

Oddly enough I have the impression that NPC data is also hard baked into save data. I know this because I've experimented with npc factions to make them workshop assignable, setting unique flag or changing their appearance. The changes would only carry over on a new game.

 

On 9/8/2019 at 5:36 PM, RebelInfernal said:

I'm not sure about Fallout, I don't actually have it but I don't think this is a thing in Skyrim at least is it? I know my loading screens started slowing down around the same time as I made a few edits to ESP's but I had assumed that was because of how many mods I had installed and that I had been playing for a few dozen hours by then rather than the changes I had made.

No it's not a thing on Skyrim, the changes are immediate. Unless you're using some sort of Skyproc patcher like EBD.

Posted
7 hours ago, Durante said:

Oddly enough I have the impression that NPC data is also hard baked into save data. I know this because I've experimented with npc factions to make them workshop assignable, setting unique flag or changing their appearance. The changes would only carry over on a new game.

 

Some of it is baked in. But "sometimes" I've found moving the mod in the load order will cause things to refresh. Generally.. I just use a vanilla (no mods) save to test changes.

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