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Can SexLab esp's be changed to esl's?


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Posted

I have a heavily modded game and am trying to keep the esp count as low as possible.  Can the esp's of the various Lovers Lab/SexLab mods be changed into esl's without breaking them?  I ran the script in SSEEdit and it seemed to think that it would be okay.  It even indicated that could be done with the main SexLab esm.  I figured I'd ask here first to make sure.

Posted
2 hours ago, rodrigo2 said:

I have a heavily modded game and am trying to keep the esp count as low as possible.  Can the esp's of the various Lovers Lab/SexLab mods be changed into esl's without breaking them?  I ran the script in SSEEdit and it seemed to think that it would be okay.  It even indicated that could be done with the main SexLab esm.  I figured I'd ask here first to make sure.

Probably not.

Posted

Those really are the worst candidates for ESLfying them due to the had dependence on SexLab.esm file (not .esl) - so you'd have to rename a master file in every SexLab mod out there.

 

If you want to reduce the number of mods your LO has, learn how to merge mods. Those NPC appearance changing mods, landscape/world changing mods, etc - those that have no dependencies and those you use all the time. Mators Merge is the tool to use here. Merging mods, especially those that may have conflicting records (like NPC appearance mods, if you have several of them, those that edit the same NPCs multiple times) also improves the overall stability of the game IME, since the game has less "stuff" to load. IOW, take everything that changes Skyrim world to your aesthetic tastes and then make 1 big "mod" out of it, "MyBeautifulSkyrim". Be careful though about mods that have patches for them (like JK Skyrim patches for carriages mods). I have about 40 mods like "Wilderness merchants", "Master the Summit", many town mods, "Immersive Fallen Trees" etc merged into 1 mod (with resources packed into BSA) and 1 for NPC appearance which is a mix of about 10 mods I downloaded (BSA packed too, since it improves loading times quite a bit).

  • 2 years later...
Posted

You don't have to change the extension of the mod to esl for it to be used by the esl loader.  There are plenty of ESPFE mods out there (an esp with the esl flag set to true).   I have made a utility that I will probably share in a few months that does this quickly and en masse.  So I have the same question.   Does anyone have a real answer as to why this is a bad idea?  If not, I will try it.  While Bethesda meant for esl masters to have an esl extension, that doesn't mean it has to have one.  This mod for example has an esm extension on its esl version which I (will) use.

 

Given the above reality, I want to know if there is another reason why we shouldn't turn sexlab esps into esls.  There are only three official reasons why a mod can't be an ESL/ESPFE:

  • More than 2048 unique Form IDs.
  • Existence of an added cell within the mod (such as a new cave, or player home).
  • A script exists which specifically uses a hard coded FormID (rather than variables which hold IDs).

The only reason I can see that Sexlab mods shouldn't be turned into ESLs is if the third reason is true.  The other two reasons don't necessarily apply.  So does anyone know if Sexlab mods frequently refer to hard coded Form IDs?

Posted

As nobody seems to have a hard answer, then go forth and experiment, convert them to esl and play the game, then let us all know how things work or did not work as the case may be.

Posted

I would imagine that no one who hasn't written mods themselves would be able to answer the question.  However, the people that have created the mod should be able to.  They wrote the scripts.  They should know whether they are using script variables or form id's themselves in their code.  My tool reports which mods should convert, provided that the scripts are FormID free (scanning scripts, particularly compressed ones is a time consuming process... otherwise my utility would already do it).

 

For example.  Here are some examples of mods that should convert assuming the author didn't directly put the form ID into script code:

 

Any animation mod (which I already assume doesn't use FormID scripts since it is all about animations)

 SLAdventures

SexlabRandomSex

Scemt of Sex

SLA Monitor Widget

Sexlab_Solutions

Sexlab Romance

 

There are more but I will leave it at that for now.  I don't expect authors to be actively scanning these pages but if any of them happen to come across this thread, perhaps they could answer.

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