Heya Im pretty new to Fallout VR modding, I use the ESL version of the Machinguns Rebirth mod, is that fine too or do I have to pick the ESP version and overwrite it with yours?
Fallout VR can't read esl plugins anyway (it can read light esps though). So it won't matter as long as you have the bsa archives and my esp loaded (the esl would be ignored). Also if you are new to Fallout VR i recommend reading through the guides in the subreddit https://www.reddit.com/r/fo4vr/comments/18c6rgk/fallout_4_vr_guides_and_tips/ i wrote a guide about issues when mods won't load (like the machine guns) and florine wrote a general guide on Fallout VR which i think is well rounded
Thanks for responding, I read through your guide for mods that won't load, I had no idea about the esl being ignored etc. That means, all mods that use esl plugins cannot be used for Fallout VR, unless I rename the files to esp or esm, correct? And in this case with the Machineguns Rebirth mod, I should just download the esp instead of esl of the original mod, right?
yes, as of now mods with an esl ending will be ignored. An esp flagged as esl, a so called light esp, will be loaded, but will still count against the plugin limit of 254. There is a rumor that a mod author is working on esl support, but no idea when or if it will ever come (but skyrim VR got it, so there is hope). You are correct that you need to rename them. That itself is easy, it gets a bit complicated when the esl is a master to another mod, it will break the dependency if done wrong. For the machine guns, you can either download the esl version and just delete the plugin or download the esp version and let it overwrite. As long as my esp ends up in your loadorder you are fine.
Btw. one newer issue is not mentioned in my guide (it seems i can't edit it anymore) is the new bsa version. This might affect mods that came out or were updated since the so called next gen updated in april. There is a tool here on nexus to fix those bsa files, otherwise they will also be ignored by Fallout VR. Bethesda is just the embodyment of laziness....
Oh man thank u for responding so much, yea I came from SkyrimVR modding and there everything is way easier xd Now everything makes sense, why some of my mods aren't working, I changed all those to esp instead of esl (all of em are not dependable on any other mods so all good) and hopefully they work now, you modders are the best! <3
Bethesda rly just handed us a half broken VR port when it comes to Fallout lol, I suppose Skyrim is just easier to port since the Skyrim in game mechanisms/systems are just easy to port to vr, most can remain pretty much enchanged
Just to make sure, you also understood the issue with the low FormIDs? Because that can screw up your game in realy crazy ways. Modding skyrim is indeed easier. Apart from esl support the fact that the DLCs were officially ported as well gives players/modders a better foundation to build upon. Despite that i spent more time in Fallout VR then in Skyim VR. But both are great despite bethesdas shortcommings.
Firstly I honestly just wanted to ignore it since in my test playthrough so far (about 3 test playthroughs with each roughly 30 mins) everything seems fine with about 150 mods, I assumed if I have a mod with the low ID issue the mod just doesnt load or I just CTD, but if u say it can rly f*#@ up my game, then I will definitely download xEdit, follow your steps and check on them
i asked about it since you said you converted several mods to esp, and esl mod are more likely to include low FormIDs. If you want to see how it looks, the 32 capital wasteland pistol includes some. If you are lucky the lowFormIDs do nothing to bad, but it may screw up nav meshes, replace caps with other weird stuff, place strucures everywhere. Spam your inventory with weapon parts that can't be removed. (i encountered all of those, the strucure one is as an example by a Sim Settlements 2 addon).
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Also if you are new to Fallout VR i recommend reading through the guides in the subreddit https://www.reddit.com/r/fo4vr/comments/18c6rgk/fallout_4_vr_guides_and_tips/
i wrote a guide about issues when mods won't load (like the machine guns) and florine wrote a general guide on Fallout VR which i think is well rounded
That means, all mods that use esl plugins cannot be used for Fallout VR, unless I rename the files to esp or esm, correct?
And in this case with the Machineguns Rebirth mod, I should just download the esp instead of esl of the original mod, right?
You are correct that you need to rename them. That itself is easy, it gets a bit complicated when the esl is a master to another mod, it will break the dependency if done wrong.
For the machine guns, you can either download the esl version and just delete the plugin or download the esp version and let it overwrite. As long as my esp ends up in your loadorder you are fine.
Btw. one newer issue is not mentioned in my guide (it seems i can't edit it anymore) is the new bsa version. This might affect mods that came out or were updated since the so called next gen updated in april. There is a tool here on nexus to fix those bsa files, otherwise they will also be ignored by Fallout VR. Bethesda is just the embodyment of laziness....
Now everything makes sense, why some of my mods aren't working, I changed all those to esp instead of esl (all of em are not dependable on any other mods so all good) and hopefully they work now, you modders are the best! <3
Modding skyrim is indeed easier. Apart from esl support the fact that the DLCs were officially ported as well gives players/modders a better foundation to build upon. Despite that i spent more time in Fallout VR then in Skyim VR. But both are great despite bethesdas shortcommings.
If you are lucky the lowFormIDs do nothing to bad, but it may screw up nav meshes, replace caps with other weird stuff, place strucures everywhere. Spam your inventory with weapon parts that can't be removed. (i encountered all of those, the strucure one is as an example by a Sim Settlements 2 addon).
sights seem to work fine, and my provisioners love them (turrets are great too)