From the original module, ESL is the best version anyway. The follower light is not very useful. You can pass NNF to let the follower automatically hold the torch more immersive than with the light.
[00:00] Start: Checking for Errors [00:00] Checking for Errors in [FE 001] QuickLightForFollowers.esp [00:00] aaaQLLightSelf "QuickLight" [MGEF:FE0002C5] [00:00] MGEF \ Magic Effect Data \ DATA - Data \ Hit Effect Art -> [FE000DB7] < Error: Could not be resolved > [00:00] aaaQLLightSelfBright "QuickLight" [MGEF:FE000348] [00:00] MGEF \ Magic Effect Data \ DATA - Data \ Hit Effect Art -> [FE000DB7] < Error: Could not be resolved > [00:00] aaaQLLightSelfWide "QuickLight" [MGEF:FE000349] [00:00] MGEF \ Magic Effect Data \ DATA - Data \ Hit Effect Art -> [FE000DB7] < Error: Could not be resolved > [00:00] aaaQLLightSelfSlightlyBright "QuickLight" [MGEF:FE000E3A] [00:00] MGEF \ Magic Effect Data \ DATA - Data \ Hit Effect Art -> [FE000DB7] < Error: Could not be resolved > [00:00] QLFFLanternManager [QUST:FE001800] [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [FE0002C7] < Error: Could not be resolved > [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [FE000E3B] < Error: Could not be resolved > [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [FE00034B] < Error: Could not be resolved > [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [FE00034D] < Error: Could not be resolved > [00:00] Done: Checking for Errors, Processed Records: 14, Errors found: 5, Elapsed Time: 00:00 [00:00] Start: Checking for Errors
Indeed, that is because when compacting the file, some of its formIds have changed and are called from the Quick Light For Followers mod. For example aaaQLQuickLightSpell "QuickLight" [SPEL:020012C7] changes to aaaQLQuickLightSpell "QuickLight" [SPEL:FE000802] (or any other random)
Hacky workaround is to remove the original mod from your game, boot up and save. Then run script cleaner. Then install mod with ESPFE version, then boot up game again. That should solve the "only works on new game" issue.
Did you literally.... just add the ESL flag and nothing else? Does QuickLight not require compacting? Do you know that you cannot simply compact a mod that has scripts and expect it to work without issues?
@zohryu You can use some pex decompiler to get the source pcm. I use https://github.com/Orvid/Champollion/releases. I did that before and i found some GetFormFromFile on the scripts BUT for get record from other mod: Facelight.esp.
This mod does not have any problem with compacting itself, but it can cause problems with mods that depend on it, such as the case of Quick Light For Followers
21 comments
https://www.nexusmods.com/skyrimspecialedition/mods/44163
[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [FE 001] QuickLightForFollowers.esp
[00:00] aaaQLLightSelf "QuickLight" [MGEF:FE0002C5]
[00:00] MGEF \ Magic Effect Data \ DATA - Data \ Hit Effect Art -> [FE000DB7] < Error: Could not be resolved >
[00:00] aaaQLLightSelfBright "QuickLight" [MGEF:FE000348]
[00:00] MGEF \ Magic Effect Data \ DATA - Data \ Hit Effect Art -> [FE000DB7] < Error: Could not be resolved >
[00:00] aaaQLLightSelfWide "QuickLight" [MGEF:FE000349]
[00:00] MGEF \ Magic Effect Data \ DATA - Data \ Hit Effect Art -> [FE000DB7] < Error: Could not be resolved >
[00:00] aaaQLLightSelfSlightlyBright "QuickLight" [MGEF:FE000E3A]
[00:00] MGEF \ Magic Effect Data \ DATA - Data \ Hit Effect Art -> [FE000DB7] < Error: Could not be resolved >
[00:00] QLFFLanternManager [QUST:FE001800]
[00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [FE0002C7] < Error: Could not be resolved >
[00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [FE000E3B] < Error: Could not be resolved >
[00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [FE00034B] < Error: Could not be resolved >
[00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [FE00034D] < Error: Could not be resolved >
[00:00] Done: Checking for Errors, Processed Records: 14, Errors found: 5, Elapsed Time: 00:00
[00:00] Start: Checking for Errors
Cheers
For example
aaaQLQuickLightSpell "QuickLight" [SPEL:020012C7]
changes to
aaaQLQuickLightSpell "QuickLight" [SPEL:FE000802] (or any other random)
I switched out the errors with new ID's and no errors now, Lets hope the scripts dont call on the old ones >.>
Cheers
There is no response when I press the activation key.
This is AE.
Thank you for information and support.
Does QuickLight not require compacting?
Do you know that you cannot simply compact a mod that has scripts and expect it to work without issues?
All settings are tested before upload.
I did that before and i found some GetFormFromFile on the scripts BUT for get record from other mod: Facelight.esp.
This mod does not have any problem with compacting itself, but it can cause problems with mods that depend on it, such as the case of Quick Light For Followers