Interesting, thanks. By save-safe, I assume you mean you didn't compact the FormIDs? I wanted to do this for my own SMM version of this mod but according to FO4Edit it was too big to flag as an ESL. Didn't know it was possible to ESLifi a big mod without compacting the FormID's first.
I did compact it, but not using the regular method.
So I'm sure you know parts of what I'm about to say, but will go into detail anyways. You have the regular ID, lets say 0100A176, right? And when you compact it, you'll usually get FE001001. This then when the game loads the save up and you had previously ID 0100A176 and now the game will search for the ID, but can't find it anymore. Hence "not save safe".
The twist is that, when you flag an item for light, the game wasn't checking for 0100A176 anymore, the game was actually searching for FE001176 as the first digits are saved as plugin name in the save and not as the ID number itself.
So if the ID would be compacted as FE001176, instead of FE001001, it'll still load the item. So what you have to do is take the original ID 0100A176 and change it to 01000176 before adding the flag. This way it'll still be usable in the save.
Didn't know you could do it like that. I thought the mod was still too big to turn into an ESL though? So if you didn't use the regular method to compact it, does that mean you had to edit all those FormIDs manually? Sounds tedious. Reminds me of that SMM patch I made for someone a couple of days ago where I manually sorted 400 paintings for 2-3 hours. I have nightmares about paintings now because of that.
PJM was kind enough to make me a script to automate parts of the process, so wasn't that tedious. But even it wasn't just run and done, but at least it's just the static that needs to maintain the ID, the crafting recipes doesn't really matter what ID they have.
Can you share that script with me? Sounds interesting.
PS: The author of the mod with the 400 paintings later added their own menu to their mod, and my patch became obsolete. Ended up removing the patch from my mod. At least my nightmares are over!
Sorry, how does this work on a current load list. Do I install the two required mods then install your mod which overrides OCDecorator, then uncheck OCDecorator afterwards?
What is the reason for this mod please apart from the ESL, because OC decorator already has its own menu?
ESL flagged mods doesn't take up a normal plugin slot, meaning you can have more mods installed (there is a limit of 255 non-ESL plugins.) With ESLs, you can have more than that installed (4096 is the limit for ESLs.) The reason is that it's needed for the A StoryWealth mod collection since they have a lot of mods in that collection.
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So I'm sure you know parts of what I'm about to say, but will go into detail anyways.
You have the regular ID, lets say 0100A176, right? And when you compact it, you'll usually get FE001001.
This then when the game loads the save up and you had previously ID 0100A176 and now the game will search for the ID, but can't find it anymore. Hence "not save safe".
The twist is that, when you flag an item for light, the game wasn't checking for 0100A176 anymore, the game was actually searching for FE001176 as the first digits are saved as plugin name in the save and not as the ID number itself.
So if the ID would be compacted as FE001176, instead of FE001001, it'll still load the item. So what you have to do is take the original ID 0100A176 and change it to 01000176 before adding the flag. This way it'll still be usable in the save.
Didn't know you could do it like that. I thought the mod was still too big to turn into an ESL though? So if you didn't use the regular method to compact it, does that mean you had to edit all those FormIDs manually? Sounds tedious. Reminds me of that SMM patch I made for someone a couple of days ago where I manually sorted 400 paintings for 2-3 hours. I have nightmares about paintings now because of that.
PS: The author of the mod with the 400 paintings later added their own menu to their mod, and my patch became obsolete. Ended up removing the patch from my mod. At least my nightmares are over!
https://www.nexusmods.com/fallout4/mods/69978?tab=files
ESL flagged mods doesn't take up a normal plugin slot, meaning you can have more mods installed (there is a limit of 255 non-ESL plugins.) With ESLs, you can have more than that installed (4096 is the limit for ESLs.) The reason is that it's needed for the A StoryWealth mod collection since they have a lot of mods in that collection.