Vortex tells me this mod isn't compatible with your Quaint Raven Rock mod, would it be possible to make a patch for them? I'd love to use them together!
I see your comment very late. I would clean it. In any case the original is retained, or you reload it from the download in case you actually observe something obvious is wrong after cleaning.
Normally, cleaning is in order. When modding, CK sometimes freaks out and adds stuff randomly on its own, and modders may be totally unaware that their mod suddenly became "unclean". This may be such a case.
so i'm in raven rock, trying out the esl version of <insert suspenseful back to the future ii riff here> the raven. i'm at the merging plugins stage of things in my game, 470 mods strong--mind you, that includes a sizable number of non-plugin mods--and actually surprisingly stable. in any case, it's nice to try out a light master mod, to learn what they're about.
the raven installs and the esl is inactive, by default. i figured it might be that maybe it's supposed to work according to arthmoor's "plugin files and you" block 2 specs, though i know your mod obviously isn't a creature of creation club: "Even if these files are marked as disabled, the game will still load them." however, in-game, or in my game, at least, it does not.
if i activate the esl, boom, there's the raven, watching over raven rock and protecting it from harm, except for, you know, dragon attacks, etc. but man, it looks so cool! hang out, down there, sofia and sabretooth, ima climb that beast and mine its precious ruby vein dry!
<ahem> reeling the tangent back in...so this is a block 3 esl, "ESL files produced by modders and flagged as masters", which "must be listed as enabled before the game will load them"?
i've also been trying to wrap my head around the esl explanation at https://www.creationkit.com/fallout4/index.php?title=Data_File, which confirms what arthmoor said, ".esl Files released by modders are flagged the same as .esp files, but these also load with the master files, in the order specified in plugins.txt. These .esl files will need to be activated before the game will load them." ok, so i guess it needs to be active.
my question then is this: if the raven esl is active, will it count toward beth's plugin limit or is the engine limit only for esp plugins and that's the point? loot shows the light master icon for it, but includes it in the total plugin count.
bog knows i could scratch my head raw, rereading the stuff on light masters i have bookmarked, but asking the question here feels like it's ultimately the best way to go.
cool mod!! is it possible to get a esp less version of this. i have 255 mods in my load order, and it is on the brink of collapse, much like the bitcoin!!
Thanks for the esl version! I'm wondering why more mod authors don't use this format, especially if their mod doesn't or is really unlikely to conflict with anything else/is really small.
Thank you for working on the Island of Solsthiem. It really is good to see you use your imagination and add a great piece of work to the Skyrim sse community, Endorsed.
"Prophet! Thing of evil! Prophet still, if bird or devil! Whether tempter sent or whether tempest tossed thee here ashore, desolate yet all undaunted, on this desert land enchanted; On this home by Horror haunted, tell me truly I implore... Is there...is there many mods for Solstheim? —tell me— tell me, I implore!"
Hahaha! Well, Undriel to the rescue. It's the third mod I make for this island and it won't be the last. Also, hats off to you for the poetry reference.
46 comments
Endorsed.
*Edit* Loot found 15 ITM records is this safe to clean or are those intentional ?
Normally, cleaning is in order. When modding, CK sometimes freaks out and adds stuff randomly on its own, and modders may be totally unaware that their mod suddenly became "unclean". This may be such a case.
the raven installs and the esl is inactive, by default. i figured it might be that maybe it's supposed to work according to arthmoor's "plugin files and you" block 2 specs, though i know your mod obviously isn't a creature of creation club: "Even if these files are marked as disabled, the game will still load them." however, in-game, or in my game, at least, it does not.
if i activate the esl, boom, there's the raven, watching over raven rock and protecting it from harm, except for, you know, dragon attacks, etc. but man, it looks so cool! hang out, down there, sofia and sabretooth, ima climb that beast and mine its precious ruby vein dry!
<ahem> reeling the tangent back in...so this is a block 3 esl, "ESL files produced by modders and flagged as masters", which "must be listed as enabled before the game will load them"?
i've also been trying to wrap my head around the esl explanation at https://www.creationkit.com/fallout4/index.php?title=Data_File, which confirms what arthmoor said, ".esl Files released by modders are flagged the same as .esp files, but these also load with the master files, in the order specified in plugins.txt. These .esl files will need to be activated before the game will load them." ok, so i guess it needs to be active.
my question then is this: if the raven esl is active, will it count toward beth's plugin limit or is the engine limit only for esp plugins and that's the point? loot shows the light master icon for it, but includes it in the total plugin count.
bog knows i could scratch my head raw, rereading the stuff on light masters i have bookmarked, but asking the question here feels like it's ultimately the best way to go.
WHY IN THE EARTH more authors of SMALL mods like this, are not making esl versions??????
Great, man. Thxs for esl version.
Thanks again!
Whether tempter sent or whether tempest tossed thee here ashore,
desolate yet all undaunted, on this desert land enchanted;
On this home by Horror haunted, tell me truly I implore...
Is there...is there many mods for Solstheim?
—tell me—
tell me, I implore!"