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Xedit - Flagging .esp as .esl new Cell(s) warning - Issue or ok in this case?


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Posted

I've added navmeshes for jjb_wood_walls.esl. The author navmeshed some prefabs but missed the doors.
However, CK created one entry outside the .esl range, resulting in an Xedit error. I removed the .esl flag, renamed the file to .esp and the error is gone.

 

When I compact the form ids, in order to restore the .esl status. However, I get the following warning:

 

[00:00] Start: Applying script "Find ESP plugins which could be turned into ESL"
[01] JJB_WOOD_WALLS_FABS.esp
    Can be turned into ESL by compacting FormIDs first, then adding ESL flag in TES4 header
    Warning: Plugin has new CELL(s) which won't work when turned into ESL and overridden by other mods due to the game bug
[00:00] Done: Applying script "Find ESP plugins which could be turned into ESL", Elapsed Time: 00:00

 

Apart from breaking saves if the former ID was present, would it be save to perfrom this operation? Since these .nifs are exclusive to this mod they are unlikely to be overridden unless another mod utilizes them (highly unlikely) and loads after this plugin, thus save to flag?
 

Posted

Save it as an esl flagged esp. Just tick the esl flag on the new "working" esp. That'll save a mod slot which is the whole point anyway. ;)

 

Posted
5 hours ago, izzyknows said:

Save it as an esl flagged esp. Just tick the esl flag on the new "working" esp. That'll save a mod slot which is the whole point anyway. ;)

 

 

Ok, thanks izzy. 

Posted
4 hours ago, uprdonetsk said:

You cannot change the flag in any plugin that contains CELL record.

Never.
Only merged and save new merge in CK.

Very  true! I forgot totally about that. 😜

Posted
13 hours ago, izzyknows said:

Совершенно верно! Я совсем забыла об этом.  😜

 

It's a Long Way to Tipperary Woodfuzzy's Vault 101 Settlement. 

Thanks for your mods and manuals, but mistakes are part of the way...)

Снимок экрана 2026-04-04 123509.png

  • 4 weeks later...
Posted (edited)
On 4/3/2026 at 5:24 PM, uprdonetsk said:

You cannot change the flag in any plugin that contains CELL record.

Never.
Only merged and save new merge in CK.

 

The thing that never made sense to me why a workshop mod requires cell data to begin with, as the navmesh is stored in the static entry. Turns out, it doesnt. Here's whats going on:

 

According to Whisper on SimSettlers Forum, The NavMeshGenCell and the Navigation Mesh Info Map data should be removed from workshop mods. The first is redundant "temporary" data created by the CK during navmeshing, that is harmless but essentially dead weight. The latter contains navmesh info of the world, also created by CK automatically. Here's the problem, quote: "The Navigation Mesh Info Map is more problematic, it is a copy of the entire world's navmesh - exterior and interior. [...] "That information is only required when creating custom worldspaces and interior cells - definitely remove it."

 

Source article: Whisper (2021): Navmeshing - A Very Simple Guide. 
https://simsettlements.com/site/index.php?threads/navmeshing-a-very-simple-guide.19686/ (Accessed 26.04.2026).

Edited by plutocene
Posted

Probably best to run Wrye Bash on your load order, then click "Plugin Checker" from View tab.

 

This will give you a listing of plugins with issues, as well plugins you can just right-click to make it ESL. These will be highlighted in green.

 

One thing to note - if you get reports on plugins with HITMEs, Wrye Bash suggests getting mod author to fix, or uninstall.

 

Not true, just run that plugin through CK and "Save and Push Plugin to PC". Problem solved.

 

If you insist on using xEdit (FO4Edit) to eslify, NEVER compact FormIDs on a plugin that has Cell and/or Wordspace entries

Posted
15 minutes ago, judge007 said:

If you insist on using xEdit (FO4Edit) to eslify, NEVER compact FormIDs on a plugin that has Cell and/or Wordspace entries

 

Gotcha, I was asking because I'm creating navmesh-patches and people kept asking for .esl format. Xedit always cried bloody murder, because of cell data, when doing that. CK creates cell entries that can be removed from workshop mods that confused me and Xedit alike. I compact my patches now in CK, before I manually edit the plugin in Xedit, to copy data, adjust naming, and clean the plugin of the CK crap aformentioned. 

Posted
17 hours ago, judge007 said:

If you insist on using xEdit (FO4Edit) to eslify, NEVER compact FormIDs on a plugin that has Cell and/or Wordspace entries

Would this be due to Navmesh formIDs?

 

Watched a tutorial years ago that showed why so many patch mods create problems by clearing out game navmesh and placing their own when the solution is simply reworking (not replacing) the game navmesh which keeps formIDs intact.

 

Posted
6 hours ago, OldTimer91 said:

Would this be due to Navmesh formIDs?

 

Watched a tutorial years ago that showed why so many patch mods create problems by clearing out game navmesh and placing their own when the solution is simply reworking (not replacing) the game navmesh which keeps formIDs intact.

 

I do not know the theory behind it, just the results.

I have never been able to successfully eslify a plugin that has CELL entries or Worldspace entries.

I have also never failed to eslify a plugin that didn't.

Just empirical, first-hand experience.

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