Skyrim Special Edition

Q:  What is "QUASIPC"?

A:  A large patch compendium, currently 85 patches between various popular mod combinations, all of which are now (as of v1.9.0) ESPFE "magic featherweight" plugins.

Q:  What's an ESPFE plugin?  And why do you call them "magic featherweight"? 

A:  I'll answer the second question first.  ESPFE plugins do not use up a slot in your 255-plugin limit load order!!  Yes, really!  There are almost no restrictions left on them now except that they do not work well with Nexus Mod Manager, which is no longer supported and you should really stop using for a dozen other reasons as well.  They also work fine alongside Creation Club content.

Q:  Do I really have to read the wall of text below?

A:  If you wish to start using ESPFEs, you really should.  Besides, a lot of the discussion below actually has nothing directly to do with ESPFEs, it's also an in-depth discussion of the proper placement of patches in your load order, which applies even if you download nothing from this mod, and which contradicts what seems to be the conventional wisdom of the matter.  With examples.

Q:  Ok, so what exactly *are* ESPFE plugins?

A:  They are an ESP-ESL hybrid... meaning, they have an ESP extension, but they have the "ESL" flag checked in the File Header.

Q:  ESLs?  I heard those are bad, especially for patches!  What gives?

A:  When true ESLs (by which I mean a plugin with an actual .ESL extension, as opposed to just the ESL flag checked in the File Header) were introduced for the Creation Club, they were tested and found that they do not obey normal plugin order rules.  A true ESL will be forced to load immediately after the ESM's.  This is fatal for patches as it almost always makes them impossible to place after the mods that they are attempting to patch.  You also can't make an ESP a master to an ESL, which again is fatal for patches.

Q:  So why don't these patches have that problem?

A:  Because they are still ESPs.  They just have the "ESL" flag checked in the header record.  The result of this is that they obey normal plugin order rules, and other ESP's can be added to them as masters, BUT, they are loaded in ESL FE space, meaning they don't take up a slot in the 255 ESP plugin limit.

Q:  Has this method been tested?

A:  Extensively.  For about 9 months by Fallout 4 modders, and then by virtually the entire community for SSE ever since I first posted these patches.  Highly endorsed by ElminsterAU (author of xEdit).  Most modding tools have been redesigned to work with them by now  (NMM and Mator Smash are two notable exceptions).   An example of their previous use in FO4 prior to is this mod, "Visual Reload Compatibility Patches"  by Zeridian, who I am very grateful to as he made me aware of this functionality.

Q:  Are there ANY known bugs associated with using ESPFEs?

A:  Only one known bug at this time, but it's pretty rare-case.  IF an ESL or ESPFE adds brand new CELL records (which is pretty unusual for a mod to do), and that mod is not the very first mod to be loaded into FE space (meaning any FE slot greater than FE000), AND that new CELL record is overwritten by another plugin, then temporary references in that CELL will not appear in game.   That's it.  None of the patches in QUASIPC are affected by this bug.  If you're converting your own mods to ESPFEs, though, it's a good idea to keep an eye out for brand new CELL records and simply don't convert any plugins that have them.

Q:  How did you test that these obey the proper load order?

A:  Mostly by testing the blackface bug.  As anyone who has used multiple NPC replacers affecting the same NPCs knows, if they are not ordered in a very precise manner, with a synchronized install order AND plugin order, you'll get blackface.  I set up my replacer mods in such a way that if my patches for a couple of them weren't loading exactly where I placed them in my load order, blackface was inevitable.  And guess what?  No blackface.  These patches are definitively, positively, absolutatively loading exactly where they are placed in the plugin order.

Q:  Wait - I checked out that Fallout 4 mod and in his sticky post where he talks about this, he says "The downside is just keeping track of them, because mod managers aren't updated to detect this workaround yet."  Is that still a problem?

A:  For a while there only Mod Organizer 2 supported them, but they are now also supported by Vortex and the development version of Wrye Bash.  In MO2 (the mod manager I recommend most highly), you even get a little helpful yellow dot next to each ESPFE patch in your plugin order that, when hovered over, says:  "This ESP is flagged as an ESL.  It will adhere to the ESP load order but it will be loaded in ESL space."  And the name of the plugin itself changes to being in italics so it's VERY easy to tell which are normal plugins and which are ESPFEs whenever you look at your plugin list.  Which is awesome.

Q:  Who came up with the name "ESPFE"?

A:  I did.  Zeridian called them ESP LITE, and some other modders still do, but that seems bulky to me.  I prefer "ESPFE", because they are otherwise normal ESP's that just load into the FE space where ESLs are loaded.

Q:  Do they work alongside Creation Club mods, or other true ESLs?
 
A:  Yes. 

Q:  What about NMM?

A:  Attempts were apparently made by the author maintaining the Github-developed version to get them working, but last I heard it still wasn't working right.  I recommend just moving on from NMM.  Seriously.  Never met anyone who made the switch to MO2 who wasn't enormously happier in the end.

Q:  What about SSEEdit?

A:  In the current new full release on Nexus (4.0.0), ESPFEs are fully supported with tons of new features to make identifying which ESPs are safe to convert to ESPFE easy.  NOT ONLY can SSEEdit now load more than 255 plugins (if those above 255 are ESL's or ESPFE's only, of course), AND recognize ESPFE's and list them as loading into FE space while still sorting like ESP's, it will ALSO throw warnings during the background loader process if it finds an ESPFE that needs to have its formid's compacted in the CK, and *will not let you save* an ESP that you've set the ESL flag on if uncompacted formids would cause a problem.  That is *awesome*.  And then there's the "-PseudoESL" parameter that will load every ESP that can be an ESPFE *as* an ESPFE, to make it easy to identify and flag them all in one pass. 

Q:  Wrye Bash? 

A:  The development version of Wrye Bash can handle these.  You can get it from the Wrye Bash Discord channel.

Q:  Mator Smash?

A:  This tool will not work with more than 255 plugins loaded, whether ESPFE or not, so you'd have to deactivate any overage to get MS to start.   I personally would always recommend to get familiar with SSEEdit and patch your mods by hand instead anyway.  See below for my dissertation on why merging mods in general is a bad idea.

Q:  Vortex?

A:  All reports are that ESPFE's work great with Vortex now.

Q:  Who do we have to thank for being able to use this?

A:  Fallout 4 fans appear to have discovered this and asked the MO2 team for support, and they got it.  Much gratitude to the FO4 fans AND the MO2 development team (particularly Silarn) for making them work with MO2 which got this whole ball rolling.  Thanks to Zeridian for making me aware.   HUGE thanks to ElminsterAU for going far far beyond the call of duty to make SSEEdit work perfectly with ESPFE's.  If there's any modder I'm aware of (besides me, of course!) who has earned and deserves all the donations and Patreon support in the world, it would be him.  His work makes every other modder's work possible.

Q:  Can these ESPFE patches be merged with Merge Plugins?

A:  Yes.  But why would you normally need to?  The point is that this frees you up to place the patches exactly where you want them without impacting your total plugin limit, and the place I always recommend is immediately after the second mod that you are patching in your plugin order.  That's the only place that the typical patch can be guaranteed to work as intended.  The short explanation is:  If Mod A needs to come before Mod B in your load order, then all patches involving Mod A in any way have to come before Mod B as well.  So unless you're pretty skillful and going over everything in SSEEdit yourself to make sure ALL conflicts are accounted for, doing a Merge Plugins that moves all your patch records to the very bottom of your load order can have unpredictable results.  With these ESPFE patches, placing all patches at the bottom is no longer optimal.

Q:  Why is it not optimal to put patches at the bottom of the load order?  They *have* to go at the bottom if I'm merging them.  And I've always been told that patches should go at the bottom of the load order anyway.

A:  I'll explain why it's almost always a bad idea to put any patch any lower in the plugin order than absolutely required in a moment.  Those who advised this were probably primarily motivated to evade the 255 plugin limit and that it was worth the potential instability price (if they were aware of this issue at all, and it often was worth it, until now). As for Merge Plugins, it's an excellent tool for circumventing the 255 plugin limit IF you know what you're doing and are deeply aware of every conflict in your load order and can compensate, but if it's NOT needed (and with these patches, the limit becomes much less of a problem), or you're NOT willing to really analyze your load order completely, then it is simply bad practice to use it *because* it requires moving patches lower in the load order than they need to be.  

Here's a simple example. Say you're using CRF, The Ordinary Women, and Bijin.  You set up your load order properly like this:

Cutting Room Floor.esp
TheOrdinaryWomen.esp
Bijin AIO.esp

Because your install order of these mods is the same (though that's not relevant right now), everything works fine.  Bijin overrides for the NPCs that Bijin changes, and TOW works on whoever's left over.  Then you add my TOW-CRF patch to the mix where I advise to put it.

Cutting Room Floor.esp
TheOrdinaryWomen.esp
Qw_TheOrdinaryWomen_CRF.esp
Bijin AIO.esp

Everything still works fine.  The patch gets to patch records that Bijin doesn't overwrite, and the ones that Bijin does overwrite, the patch is overwritten as well.

But now someone tells you to merge your patches!  So you do.  And that merged patch of course goes at the bottom.

Cutting Room Floor.esp
TheOrdinaryWomen.esp
Bijin AIO.esp
MergedPatch.esp (containing Qw_TheOrdinaryWomen_CRF.esp)

Now characters that Bijin overwrites have Bijin's meshes and textures, but TOW's ESP for the patched records.

Blackface.

To the response "Well, just don't merge NPC replacer patches", the principle holds for almost any mod combination that requires a specific load order to function, it's just most obvious with replacer mods.  If any Mod A *has* to come before Mod B for them to work correctly, any patches involving mod A (in any way!) *must also* come before Mod B.  I can illustrate a similar situation with Relighting Skyrim and ELE.  RS has to come before ELE for them to be compatible.  If you load RS after ELE, ELE will be almost completely wiped out.  If you load RS and then ELE, but add a patch for RS and some third mod and load it after ELE, you are wiping out ELE's changes to whatever interior cell records are in that RS patch.

So the point is, if you don't have to use Merge Plugins or other patch bashers to stay within your 255 limit, and that's what ESPFE's are all about making possible, then don't.  Always put your patches immediately after the second mod being patched.  Always.  In that spot, a patch can never hurt you unless it's bugged.  Anywhere else you place a patch for Mod A and some unrelated mod C, you take a chance of moving a small piece of that mod A after some other mod B, when the load order of Mod A THEN Mod B is critical for them to function together properly.  And in some cases, moving only a small piece of mod A after B can be worse than moving all of mod A after B.  (Note - there are a few VERY limited situations where it can make sense and be advantageous to move a patch elsewhere, but it's so rare that the general rule is always wiser to follow unless you know *exactly* why you're breaking it.)

And that's why evading the 255 limit as this patching method does, without having to merge and move patches far lower than both their base mods, is a fundamental game changer.

Q:  Should I use ESPFE's for anything other than a compatibility patch?

A:  Sometimes.  They work great for compatibility patches because they usually only contain overrides of records that were added by a previously loaded plugin, and any plugin that only contains such overrides can be easily converted to ESPFE.  As for *new* records in a plugin, they can also be converted if the FormID is less than xx000FFF.  Larger than that, and the formids would need to be compacted in the CK.  Note that doing such compacting would make that mod break if used in an ongoing game.   SSEEdit versions 4.0+ can automatically detect which plugins can be converted by starting it with the -PseudoESL parameter.  Start it with that, then go through your list and add the ESL flag to the file headers of each one that loaded in FE space (it'll be easy to tell which ones loaded into FE space, trust me.)  I believe you will find that a sufficient percentage are convertible that you simply won't hit the 255 plugin limit as long as you convert all you can to ESPFE, and thus won't need to actually ever convert formids.  If you really hit the limit of 255 non-ESPFE plugins after having converted all the plugins to ESPFE that you can, I'd say that's a sign that you've gotten way overly ambitious in your modding.  Dial it back some.  Getting THAT many mods all working together flawlessly is nearly impossible even for the pros.

Q:  Are there any restrictions on how many of these ESPFEs you can use?

A:  SSE can theoretically handle up to 4096 mods in FE space (be they ESL or ESPFE), but there's also a restriction on how many total FormIDs they collectively add.  A single ESL/ESPFE can only add 2048 FormIDs, and if every single ESL/ESPFE you use adds a maximum 2048 FormID's, this brings the total number of mods you can load in FE space down to 300.  Which is still a hell of a lot, and the vast majority of mods in ESL space aren't going to add that many FormIDs.  The biggest patch on this page modifies less than 80 FormID's, and not a single one of them *adds* a new FormID, so I think the term "featherweight" is appropriate.  Let me reiterate that *modified* records do not count against any of these limits - only new records in your ESPFE plugin count, and patches rarely need to have any new records.

Q:  Are you SURE I shouldn't merge some patches still?  Like, what if Immersive Citizens is near the end of my load order, and I have five of your ESPFE patches that need to come right after it.  Wouldn't that save me 4 of these FE slots?

A:  The saving is *seriously* trivial.  Let's do the math.  We know that  the maximum number of FormID's is roughly 300 x 2048 = 614,400.  Divide that by the maximum number of FE slots (4096), and you can have an average of 150 formids per patch and still get use of the full 4096 slots.  The biggest patch in this compendium so far has about 80 formids.  Several have 3 or less.  I'm figuring it's going to be at LEAST a week before some crazed modder manages to increase their total plugin count from 255 to 4,351 (and the last 4096 being compatibility patches for the first 255).  Maybe even two weeks!  Let's worry about it then.  In the meantime, you couldn't run out of FE slots if you tried, unless you completely ignore me and start making your huge new content mods into ESPFE's, in which case you deserve your tears and it's all on you.  Oh, and if you do merge those Immersive Citizens patches, and then one of them gets updated, you gotta redo the whole merge process involving other patches that don't really need updating, increasing chances of human error, etc. etc., instead of just reinstalling QUASIPC, click and done.  Just.  Not.  Worth.  It.

Q:  I have an ESP in my load order that is empty, just there to load a BSA.  Can I make that an ESPFE?

A:  This works fine, and those are indeed a great candidate for being made ESPFE's.  Just open up that empty ESP in SSEEdit, click on its File Header, right click on Record Flags, and check "ESL".

Q:  If something goes wrong, can I blame you?

A:  Well, either you're the only person it's gone wrong for, or out of all the many thousands of folks who have been using these for the last several months that also had a problem, not one of them has bothered to report it.  How about instead you be the first one to report an issue without getting all bent out of shape and blame-y about it, and maybe we can figure out what exactly the problem is together, and see if there's some heretofore unknown limitation that I will certainly do my best to make sure everyone knows about.  I think that's a good plan.

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Qwinn

68 comments

  1. hrziox
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    Thank you for the article, this is still relevant to this day. I use only TES5Edit and Wrye Bash. And was able to add another 200 mods to 255 by converting them to ESL!
  2. sattyre
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    Thanks Qwinn.  Well written and still applicable today.
  3. JimmyRJump
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    Endorsed for the excellent and thorough explanations. Except for the bla-bla about NMM. Been using it for years to my utmost satisfaction and never saw it having a problem with ESPFEs. It may (undeservedly so) no longer be supported by Nexus, it's still being updated on a regular basis by 'rogue' developers and can be found at GitHUB. Vortex can be used as liner for your bin.
    1. tauiin
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      its not undeservedly so, nexus mod manager can cause issues with your game, it unsupported by some mods that require mo2 features and ESPFE files are still unsupported, despite what you say.
    2. JimmyRJump
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      "NMM an cause issues with your game" is so conveniently vague. Show some proof that can be reproduced. And I have over a hundred ESPFE in my load order, all nicely shown by NMM.

      Saying that 'some mods' don't support NMM is true, but then you HAVE to add that there's also a lot of mods that don't support Wrye Bash, MO, MO2, Vortex and whatnot.

      Sounds more like you just have an issue with NMM and lost all perspective.
    3. Clank234
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      MO2 just gives you 100% control over every small detail and keeps your game folder clean. I liked NMM before I used MO2 and I found Vortex to pale in comparison to MO2. It takes a day to learn how to use MO2 properly and it gives you no reason to look back.
    4. Augoeides
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      When I first got into modding, it was with the release of Skyrim SE, some years back. I had modded before, but not with an organizing program, just manual installations, and only on a small scale. Skyrim changed that with it's massive database of customization, so I started using Nexus Mod Manager, the most popular program at the time, and just like you, I had about 100 mods in my load back then. Now, I did 100% complete Skyrim SE using just NMM and what little I knew about load orders back then, but there were crashes at least once an hour, mostly my fault, but also NMM's.

      See, the problem with NMM is that it will tell you when you have a major issue with mods... but that's it. Nothing about minor suff. More modern programs automatically arrange the mods in a way that best suits the game, without causing CTD. There not perfect designs, but for an average person, they get the job done way better than NMM ever did, while saving you a ton of time and headaches.

      When I came back to modding Skyrim again (after having played other high mod load games like Fallout 4), I once again used NMM with a thirst for a greater number of mods (as when I originally played Skyrim, there were 10,000 mods available, and now it spands over 60,000!). However, I found it to be a playable, but frustrating mess. I highly recommend Mod Organizer 2, it's basically just a way better version of NMM. It reorganizes your load order for you (if you have LOOT installed, but you should have that installed for Skyrim anyway), but it also lets you manually change stuff, and has a bunch of other advanced features, while also able to integrate other technologies/programs into, plus the mod downloading NMM had, without all the version update errors, since major updates for NNM basically died 4 years ago. Just try it for a bit, it wouldn't take you long to place your 100 mods into it's system, and I can almost guarauntee your game would be more stable.

      Stay away from Vortex (the "spiritual successor" replacement for NMM), it's absolute garbage. While it does have most of the aforementioned advantages I listed for Mod Organizer, it's not user friendly in any way, and it very much limits your manual control over any files. Like, it will use LOOT to organize your load order, but then if you want to manually organize that, it fights you in every way possible, and makes it as painful as possible, by having to click mod position one at a time, or memorize a load order number it won't show you. In Mod Organizer, you can just click and drag the mod in the order you need it to be, or type the position number in, if you want (which is displayed in a way more visible place).

      Edit: I also want to add, that I literally spent the last week pouring over EVERY mod in Nexus' Skyrim SE database, and while I did not download and try them all, I did scan them thoroughly and downloaded about 600 that I plan to use. Out of that amount, I'm currently using 193 mods. On neither of these mod pages NOR during my experiences with Mod Organizer 2 did I ever come across a mod that was incompatible with MO2 or Wyre Bash. I think your just misinformed (maybe a year ago, your statement was true, but not now). Don't be afraid of changes man, embrace MO2; we're trying to help, fellow modding buddy.
    5. Vyxenne
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      we're trying to help, fellow modding buddy.
      If that's true, why would you post absolutely false statements such as
      Stay away from Vortex [...] it will use LOOT to organize your load order, but then if you want to manually organize that, it fights you in every way possible, and makes it as painful as possible, by having to click mod position one at a time, or memorize a load order number it won't show you.
      Overruling LOOT (in Vortex) is a simple matter of dragging the subject plugin up or down in your load order on the Plugins tab, as many positions as needed in a single drag-n-drop, not one step at a time as you falsely allege. Also, the load order number is shown clearly on every one. So none of the above hate unleashed on Vortex is true.

      The only thing that is true in comparing Vortex and MO2 is this: Vortex has most of the functionality of MO2 (as you said), plus it has a few functions that MO2 does not have; it can import your NMM-managed mods and set them up automatically, and it is much easier to learn than MO2. I find it exceptionally user-friendly. On the other hand, MO2 offers a bit more functionality, (some of it that average users will never need or use) but has a much steeper learning curve and is a lot more trouble to set up and use. In contrast to Vortex, I found MO2 to be very user-UNfriendly.

      MO2 also requires special handling to install some mods- you can read this in various mod description pages that say things like

      • NMM/Vortex users- install normally.

      • MO2 users: make a new folder named "why_is_this_needed" in your thingamabobs window on the right side of the left flumglubble, then create a new executable named "wtf.exe" and drag it to the third window of your second declension right behind the radiator. Then manually install the mod.
      Yes, I'm exaggerating but I'm not lying- MO2 is the ONLY mod manager of the three mainstream mod managers  (NMM, Vortex, MO2) that requires special user handling of so many mod installations, while Vortex just installs them automatically with a couple of mouse clicks and makes it dead-simple to deal with post-installation issues such as overriding the load order.

      And finally, unlike MO2, Vortex will install ENB Binaries and SKSE64 automatically. This is fundamentally important, since mis-installation of SKSE64 is the most common cause of SkyUI and other SKSE-dependent mod failures.

      I'm not disputing anyone's right to hate Vortex, just as it is my right to dislike MO2. However, nobody has the right to inflict their dislikes on others via false statements.
    6. sattyre
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      @Vyxenne
      I tried Vortex to see if certain folder arrangements could be imported/exported from/to MO2 and found it very user unfriendly, unintuitive and complicated.  That may be due to how we as individuals learn and import lessons.  I personally really disliked vortex, but you obviously feel the same about MO2. 
      I find almost all of MO2 basic functions to be intuitive and simple and a less steep learning curve then vortex.  So just as we as individuals prefer different movies or cars, it is also safe to say that we also prefer different mod managers.
      My feeling about vortex is it was made to support a huge variety of games, not just those from Bethesda, so it by default will be much more complicated, where as MO2 was made for Bethesda games and handles them extremely well, with the only exception being ENB and the various script extenders.
      We are very definitely in agreement about false statements however.

      @clank234  You and I are in total agreement
  4. NotSafe4Sanity
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    Thank you so much for the thorough explanation! I only just converted to SE and was having a hard time with my load order because I just let loot sort it and hoped for the best! Putting all the ESPFE patches right after their intended ESPs solved about 90% of my problems.

    Now I have a much more stable game and can actually enjoy playing it rather than breaking it.
  5. starszeus
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    Hi,

    Thank for your work
    Juste one question
    you said "IF an ESL or ESPFE adds brand new CELL records"
    Where i can see this new CELL record ? in SSEdit ?

    thank again
    1. tauiin
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      under CELL
  6. redneck1st
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    Ok, now I use MO2 and LOOT, QUASIPC which did me up about 10 or so patches. Now when I sorted my mods in the right pane LOOT had a few of your patches around the upper load list area; one in the middle and the rest towards the bottom. Can I move all of them in the right pane to where the are all high in the load order but one right after another? In other words can I have them in the right pane in MO2 priority 5-15 instead of 5-9, 37, 75-80?

    I hope that you understand what I'm saying here. As for Wryebash I only use that there to do Leveled lists.
  7. mertz
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    Update for the article: the Nexus version of Wrye Bash has ESPFE (handling and simple flagging) support now. Nightlies have the Bashed Patch flagged as an ESPFE.
  8. ChrisDaee
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    Thank you so much for these articles! I've been struggling with a lot of mod concepts for a couple weeks. And it doesn't help that even the best guides seem to be at least two years old. For example when it comes to bashed patches half the advice I've found says you need to merge patch first, the other says not to. But no explanation why or why not. So this was really really helpful explaining both why not, and also that yes, all the patches can be messed up a merge. (Lots of guides specified "reprocers" and said "you'll know if you installed one" but them called them "patchers" so......)

    One question I'm still unsure of: Is it still a good idea to make a bashed patch? And do I need to deselect patches like yours in Wrye Bash when I do that? Two questions. And that bit about bash tags and marking 'delevel' on some plugins that certain tutorials show, how do I know which plugins need that? Three questions--I'll come in again.
    1. sattyre
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      good question. I would like to know the answer to that myself. I still use a bashed patch for tweaks and merging. Some of the merged records are of course patches, which goes against what you said above about having the patch directly below the second mod. Is there also an issue of putting the other mergable esp's into the bashed patch and taking them out of the load order when they may have loaded much earlier in the load order.
  9. Ikonos1979
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    Thank you for this post Qwinn! I am currently using Vortex and I didn't find any way to manually place plugins. Sure, I can tell Vortex to place a patch for mod A and B after mod A and after mod B, but afaik I can't tell Vortext to put it DIRCECTLY after mod B (assuming mod B loads after mod A). Any suggestions?
    1. Qwinn
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      None for now, other than to switch to Mod Organizer 2. I have chatted with the authors of LOOT about coming up with a way to have patches automatically load as high as possible, and they seemed open to the idea. But until that gets implemented, there's simply no way I know of to address the problem in Vortex. I did argue for Vortex to allow manual plugin placement during the alpha and beta stages of Vortex's development, but those requests went unheeded.
    2. sattyre
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      wow, you can't manually place plugins in vortec. That would really suck for any number of reasons.
  10. nexuskomrad
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    Are there any guides on how to convert patch .esp's into esp-fe? I did a google search, a youtube search, and searched r/skyrimmods for "esp-fe guide" and didn't find anything useful.

    What I have done is read this page, but all I got out of it was MO2 good, xEdit good, and maybe Creation Kit good. No procedure.

    I also launched xEdit from MO2 and clicked round until I got to a screen where I can edit the ESL flag. I can set it to an integer value , and I assume 0 = not an ESL and 1 = is an ESL . I didn't make any changes because I don't know what I'm doing ( if that wasn't obvious ) .


    I'm still below the plugin limit in my current Skyrim SE load out. Unfortunately, I'm getting close to the limit and still looking for visual mods to install.

    If anyone has a link to a document or video that would help me understand how to
    * Select mods that are good candidates for conversion from ESP to ESP-FE
    * Prepare mods for conversion ( if that is required)
    * Convert the mods to ESP-FE
    * Place converted mods into the correct load order if that is different than how I did it pre-conversion.
    * Do any other required steps that I didn't list above.

    I'm using
    * Skyrim SE
    * MO2
    * xEdit
    * LOOT
    I don't have creation kit installed, but I can install it if it's required.

    Note that I have zero experience with making patches. I've read over a Wrye Bash Bashed patch guide and that is the limit of my experience.




    1. sattyre
      sattyre
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      • 216 kudos
      Hey I use a bashed patch, just tweaks and merge functionality and a smashed patch. That was the best thing I did when I was learning tes5edit, because I realized that I could change anything in the smashed patch and if i broke something I could just make another one. That gave me the freedom to tweak and figure out what I was looking at in XEDit. Like you I also use MO2, Xedit and Loot. I also used Wrye bash to check to see that my mods are loading their masters in the correct order as well as to make a bashed patch.
      This is my long winded way of telling you to use a smashed patch, even if it is just to learn how to use Xedit better, though it certainly also helped stabilize my game.
      I also come with a link to a guide on how to ESLify esps. That link brought me here ironically.https://www.nexusmods.com/skyrimspecialedition/mods/21618?tab=description
      Have fun and good luck