shebop Posted January 23, 2022 Posted January 23, 2022 Does anyone know how safe this is? I can't see it being a real issue unless they explicitly make use of form IDs in scripts. Wondering though if anyone has tried this already? Are there any specific mods I should NOT convert?
MysticDaedra Posted January 23, 2022 Posted January 23, 2022 Easy to do in xEdit, just be sure not to do it to an already loaded mod in a save game, otherwise you'll break your save. Just compress references and flag as ESL (no need to rename to ESL). I think there's a limit of references, like 2k or something. Generally better for smaller mods like armors and whatnot, but shouldn't really break anything. I seem to recall there being an issue with ESL flagging with mods that edit worldspaces, but I could be wrong. I pretty much flag all mods I install as ESL unless xEdit throws an error or the mod specifically says not to.
spoonsinger Posted January 23, 2022 Posted January 23, 2022 As above. There is an xEdit script which should tell you whether a mod can be esl'ified. Usually you just have to compact the formId's and set the header to esl. However you shouldn't convert esp's which create new cells. Also be wary of esp's which rely on external file formid references. eg voice and facegen. (or esp's which might have other modules which might rely on such) As a side note, if you compact the formid's and flag the esp as an esl, but it has too many formid's to be a valid esl,xEdit won't allow you to save it.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.