A mod plugin that is not what they call elsified will count towards your mod limit. A mod that is elsified will not count towards your mod limit. It is an esp flagged as esl, tricks the system into thinking the mod wont count towards your mod limit. That is why a lot of Bethesda mods are esl.
What this does is elsify mods that can be elsified without compacting. It helps with the mod limit, mods that are esp flagged as esl, don't count towards your mod limit, its bloody amazing. Most modlist producers are using this. Its a must have. Means we don't have to merge mods.
Without compacting what do I mean, well to elsify some mods need more expertise, and without some extra steps, cant be elsified, and your probably better not messing with that, this only finds the mods that don't need that, how he did it I don't know. The mod is still an esp, but has a flag stating its an esl.
A lot of great mods here that still work made years ago were made without an awareness of the importance of elsifying their mod, this solves that issue for many mods.
[00:00] Start: Applying script "R88_ESLify" [00:00] Exception in unit UserScript line 175: [EJvInterpreterError] Error in unit 'UserScript' on line 75 : Type mismatch [00:00] Aborted: Applying script "R88_ESLify"
For those that are having the same problem, where we followed the instructions OR the toaster video xD, but get no modules, just only the 6 esm or something like I did. Here's the fix.
I want to make this very clear, I did NOT come up with this fix, the amazing h3xx did. All I did was copy his post, which I'll also link here: https://forums.nexusmods.com/index.php?/topic/9286758-ruddy88-eslify/?p=119720338
I know, you might say, "but I don't use wabbajack or I didn't use wabbajack to install MO2!" Neither did I, but this solution worked. All hail the mighty h3xx!
Full quote from him (in case you don't want to click the link for some reason :P) "DING DING DING, I've figured out what was wrong.
The solution lies in how Eslify works. Essentially it's just a regular xEdit script, but in this case it's being called through command line by the bat file. So the Wabbajack install isn't able to tell xEdit where the game root folder is, because MO2 isn't able to pass the arguments through the Bat file.
So I opened up the bat file and read through the code, and found where it is actually calling xEdit. It's adding it's own arguments to xEdit to call the Eslify script and all your plugins. So I found out how to bypass the annoying cmd window part of running xEdit and get MO2 to do that job instead.
Open your MO2 executables menu (green and blue gear icon) Select SSEedit or FO4edit depending on your game, and we're going to go up to the little plus shaped drop down menu for adding a new executable. But instead of Add from file, you're going to select "Clone Selected." This will copy your currently selected xEdit entry. In the "Arguments" bar, you should see some text already there. It will have your Wabbajack game root file path, and some other arguments. This is how MO2 knows to look at the Wabbajack version and not the main Steam install. At the end of the line you'll see an argument "-IKnowWhatImDoing." This argument disables the warning screen that usually greets you when you open xEdit to warn you that you can screw crap up with this tool.
If you don't see that argument, that's fine, because we're actually going to remove it and add our own. Just paste this at the end of the arguments line: -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" You have to include the quotes around "R88_ESLify.pas"
Please note, you're not removing the file path. Just the "-IKnowWhatImDoing" argument.
Don't forget to rename this executable entry to something like SSEEdit ESLify or something to differentiate it from the regular xEdit entry. Now you just run this from MO2 whenever you want to run eslify and trim that plugin list down some.
The fun thing is this also works if you're not using a Wabbajack install and you just want Eslify to go faster."
Does anyone know what could be causing ESLify to fail with this error:
00:00] Start: Applying script "R88_ESLify"[00:03] Exception in unit UserScript line 175: [EJvInterpreterError] Error in unit 'UserScript' on line 75 : Type mismatch[00:03] Aborted: Applying script "R88_ESLify"
I tries re-copying files over in the FO$Edit folder, but that didn't help.
UPDATE: Never mind - It was FO4Edit 4.1.5 Experimental - I rolled back to 4.0.4 and it's working fine.
same, if you figure this out let me know and ill do the same
Edit: i just used to scripts i had for the Skyrim SE version of xEdit. I copied and pasted them to the FO4 one and used to "check for plugins to be ESL" script and did it manually.
I have an issue where whenever I try to laucn ESLify on MO2, the command prompt appear then close, I follow the instruction to install it and still not working. the file name for ESLify is like this "R88_ELSify" without the .bat, I am missing something to make it work or not, also I am using the FO4Edit 4.0.4
@ruddy88: Excellent utility/script! Kudos, and endorsed with thanks! This mod is a MUST HAVE for anyone who uses mods for FO4, especially those of us having hundreds of mods in the load order!
I feel this mod should be added to the FO4 Essentials Collection and similar "important and highly recommended mods" collections, all newbies and veterans can know and use it. Edit: I've requested this mod to be added to that collection.
Edit: Folk, to make this script utility bit easier to use for FO4, I recommend to tweak its batch file (R88_ESLify.bat) to change line 79 to these 2 lines: Make sure these 2 lines REPLACE the line 79 (which prompts for "Which game are you trying to load")(it's just below line 78 labeled "%game%" - DO NOT remove this line!) , so they become line 79 and 80 instead.
What this simple tweak does is: * It removes the need to manually type in the FO4 game acronym whenever running this batch * You can create a Windows shortcut to the R88_ESLify.bat file on your Windows desktop, and add FO4 as a parameter in its TARGET property. On my PC, the shortcut's target property is as follows: * Then any time you want to run this ESLify utility, just double-click its shortcut from the desktop!
* You can use same mod for Skyrim SE (SSEEdit.exe): - extract its .RAR file to the correct folder first - just use SSE as target parameter in the new shortcut you create for the batch file - make sure to update the batch file with above 2 tweaked lines, so line 80 ends with: || set "c=SSE" - create a shortcut to the batch file, with TARGET property as: "..\R88_ESLify.bat" SSE (use the correct folder path for the batch file, of course)
* Of course, programmers can simply clean up all the conditional checks and validations in the batch file and make it exclusive only for FO4 or SSE, but you would need to maintain different batch files then.
Hats off to ruddy88 for all the extra efforts taken to make the batch file foolproof and readable, and kudos to this lifesaver wonderful mod!
212 comments
[Unofficial Fallout 4 Patch.esp] Loading file
[Unofficial Fallout 4 Patch.esp] File loaded
[Unofficial Fallout 4 Patch.esp] Start processing
do i need to worry about this error i feel it should have started the process awhile ago but is stuck at this
A mod plugin that is not what they call elsified will count towards your mod limit. A mod that is elsified will not count towards your mod limit. It is an esp flagged as esl, tricks the system into thinking the mod wont count towards your mod limit. That is why a lot of Bethesda mods are esl.
What this does is elsify mods that can be elsified without compacting. It helps with the mod limit, mods that are esp flagged as esl, don't count towards your mod limit, its bloody amazing. Most modlist producers are using this. Its a must have. Means we don't have to merge mods.
Without compacting what do I mean, well to elsify some mods need more expertise, and without some extra steps, cant be elsified, and your probably better not messing with that, this only finds the mods that don't need that, how he did it I don't know. The mod is still an esp, but has a flag stating its an esl.
A lot of great mods here that still work made years ago were made without an awareness of the importance of elsifying their mod, this solves that issue for many mods.
its incredible
thank you, your a genius
[00:00] Exception in unit UserScript line 175: [EJvInterpreterError] Error in unit 'UserScript' on line 75 : Type mismatch
[00:00] Aborted: Applying script "R88_ESLify"
I want to make this very clear, I did NOT come up with this fix, the amazing h3xx did. All I did was copy his post, which I'll also link here:
https://forums.nexusmods.com/index.php?/topic/9286758-ruddy88-eslify/?p=119720338
I know, you might say, "but I don't use wabbajack or I didn't use wabbajack to install MO2!" Neither did I, but this solution worked.
All hail the mighty h3xx!
Full quote from him (in case you don't want to click the link for some reason :P)
"DING DING DING, I've figured out what was wrong.
The solution lies in how Eslify works. Essentially it's just a regular xEdit script, but in this case it's being called through command line by the bat file. So the Wabbajack install isn't able to tell xEdit where the game root folder is, because MO2 isn't able to pass the arguments through the Bat file.
So I opened up the bat file and read through the code, and found where it is actually calling xEdit. It's adding it's own arguments to xEdit to call the Eslify script and all your plugins. So I found out how to bypass the annoying cmd window part of running xEdit and get MO2 to do that job instead.
Open your MO2 executables menu (green and blue gear icon) Select SSEedit or FO4edit depending on your game, and we're going to go up to the little plus shaped drop down menu for adding a new executable. But instead of Add from file, you're going to select "Clone Selected." This will copy your currently selected xEdit entry. In the "Arguments" bar, you should see some text already there. It will have your Wabbajack game root file path, and some other arguments. This is how MO2 knows to look at the Wabbajack version and not the main Steam install. At the end of the line you'll see an argument "-IKnowWhatImDoing." This argument disables the warning screen that usually greets you when you open xEdit to warn you that you can screw crap up with this tool.
If you don't see that argument, that's fine, because we're actually going to remove it and add our own. Just paste this at the end of the arguments line: -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
You have to include the quotes around "R88_ESLify.pas"
Please note, you're not removing the file path. Just the "-IKnowWhatImDoing" argument.
Don't forget to rename this executable entry to something like SSEEdit ESLify or something to differentiate it from the regular xEdit entry. Now you just run this from MO2 whenever you want to run eslify and trim that plugin list down some.
The fun thing is this also works if you're not using a Wabbajack install and you just want Eslify to go faster."
00:00] Start: Applying script "R88_ESLify"[00:03] Exception in unit UserScript line 175: [EJvInterpreterError] Error in unit 'UserScript' on line 75 : Type mismatch[00:03] Aborted: Applying script "R88_ESLify"
I tries re-copying files over in the FO$Edit folder, but that didn't help.
UPDATE: Never mind - It was FO4Edit 4.1.5 Experimental - I rolled back to 4.0.4 and it's working fine.
Edit: i just used to scripts i had for the Skyrim SE version of xEdit. I copied and pasted them to the FO4 one and used to "check for plugins to be ESL" script and did it manually.
This mod is a MUST HAVE for anyone who uses mods for FO4, especially those of us having hundreds of mods in the load order!
I feel this mod should be added to the FO4 Essentials Collection and similar "important and highly recommended mods" collections, all newbies and veterans can know and use it. Edit: I've requested this mod to be added to that collection.
Edit: Folk, to make this script utility bit easier to use for FO4, I recommend to tweak its batch file (R88_ESLify.bat) to change line 79 to these 2 lines:
Make sure these 2 lines REPLACE the line 79 (which prompts for "Which game are you trying to load")(it's just below line 78 labeled "%game%" - DO NOT remove this line!) , so they become line 79 and 80 instead.
What this simple tweak does is:
* It removes the need to manually type in the FO4 game acronym whenever running this batch
* You can create a Windows shortcut to the R88_ESLify.bat file on your Windows desktop, and add FO4 as a parameter in its TARGET property. On my PC, the shortcut's target property is as follows:
* Then any time you want to run this ESLify utility, just double-click its shortcut from the desktop!
* You can use same mod for Skyrim SE (SSEEdit.exe):
- extract its .RAR file to the correct folder first
- just use SSE as target parameter in the new shortcut you create for the batch file
- make sure to update the batch file with above 2 tweaked lines, so line 80 ends with: || set "c=SSE"
- create a shortcut to the batch file, with TARGET property as: "..\R88_ESLify.bat" SSE
(use the correct folder path for the batch file, of course)
* Of course, programmers can simply clean up all the conditional checks and validations in the batch file and make it exclusive only for FO4 or SSE, but you would need to maintain different batch files then.
Hats off to ruddy88 for all the extra efforts taken to make the batch file foolproof and readable, and kudos to this lifesaver wonderful mod!