She looks definitely much more pleasing on your pictures, I will try it on my play though as I have her in my group right now. So thank you very much for her subtitle and lore-friendly makeover.
But many other mods change the status of followers like making them essential or change their levelling cap, which will only results in unnecessary compatibility issues. So could you be so kind and make an alternative version with only the appearance changes and nothing else? That would be very nice.
Also please (if you havened already) consider an extra version with the .ESP flagged as ESL so the mod would not count as regular .ESP (I already hit the 255 max cap on my main game), again thanks in advance.
If you are not familiar with ELS flagged ESP here are some very good written article about it
What kind of compatibility issues are you referring to? Making a follower essential and removing the level cap should not interfere with follower mods, I use all of my custom followers with Amazing Follower Tweaks with no issues. My reason for making her essential is primarily for people who do not use follower mods, it is a convenience so they do not accidentally kill her. Are you using some kind of special overhaul for followers?
I read the article on ESL files and that does not look like it is very well tested in all scenarios, the author also says they don't work well with mod managers. I could make a version of her that reverts to Protected status instead of Essential and returns her vanilla level cap, but as for the ESL file I am not sure I will have the time to investigate more on ESL files and how to properly make them.
1st off thank you for making this mod, my comments are not a critic on you or your work but my thoughts and suggestions on the execution, no more or less.
I believe you accidently left some not mod related files in the archive: - from vortex : \textures\actors\character\FaceGenData\"__folder_managed_by_vortex" without "".
- a .tga image: \textures\actors\character\FaceGenData\FaceTint\AraneaFollower.esp\00028AD0.tga I guess only the 00028AD0.dds is needed?
You also changed her health and stamina offset form 0 to 50, any reason why?
On the compatibility issues, I should reframe my statement too I speculate it could cause issues. I'm not an experienced mod maker myself but why do one thing and something completely different at the same time when it is not necessary in the 1st place. So it would be nice to have the mod only doing what its purpose is or at least have a choice.
On ESL flagged ESP’s, only mod managers that are not actively supported like NMM have issues with them. MO2 and Vortex can handle them without problems. NMM has the problem that it can work with them in general but you can’t change the load order list so it’s not ideal. Other than that it looks like ESL flagged EPS’s have no negative impact on stability or have not shown corruption effects so far, but yes its long time effects are not know today. It has been tested more intensively on Fallout 4, given that SSE runs on a similar but more basic/earlier version of FO4 engine it could be assumed that plugin handling is pretty much the same. Again I’m no expert on this so I could be totally wrong.
To be sure I'm understood correctly, I mean to create an .ESP with an active ESL flag. Not a pure .ESL plugin. You can do that with the newest version of SSEEdit (Experimental). Don't let the term Experimental impress you too much, Elminster claims it’s pretty much stable and usable if a version of xedit is released on GitHub. Open the mod go to "File Header" and edit "Record Flags" and check "ESL", save it and your done making an ESL flagged .ESP.
Pure ESL plugins on the other hand are a total different beast and I have zero experience how they the work or affect the game. I leave that class of plugins to Bethesda and creators of creation club mods ehm I meant "content" (not really, spoiler alert -> sarcasm).
5 comments
She looks definitely much more pleasing on your pictures, I will try it on my play though as I have her in my group right now. So thank you very much for her subtitle and lore-friendly makeover.
But many other mods change the status of followers like making them essential or change their levelling cap, which will only results in unnecessary compatibility issues. So could you be so kind and make an alternative version with only the appearance changes and nothing else? That would be very nice.
Also please (if you havened already) consider an extra version with the .ESP flagged as ESL so the mod would not count as regular .ESP (I already hit the 255 max cap on my main game), again thanks in advance.
If you are not familiar with ELS flagged ESP here are some very good written article about it
wbr Spawnkiller
I read the article on ESL files and that does not look like it is very well tested in all scenarios, the author also says they don't work well with mod managers. I could make a version of her that reverts to Protected status instead of Essential and returns her vanilla level cap, but as for the ESL file I am not sure I will have the time to investigate more on ESL files and how to properly make them.
1st off thank you for making this mod, my comments are not a critic on you or your work but my thoughts and suggestions on the execution, no more or less.
I believe you accidently left some not mod related files in the archive:
- from vortex :
\textures\actors\character\FaceGenData\"__folder_managed_by_vortex"
without "".
- a .tga image:
\textures\actors\character\FaceGenData\FaceTint\AraneaFollower.esp\00028AD0.tga
I guess only the 00028AD0.dds is needed?
You also changed her health and stamina offset form 0 to 50, any reason why?
On the compatibility issues, I should reframe my statement too I speculate it could cause issues. I'm not an experienced mod maker myself but why do one thing and something completely different at the same time when it is not necessary in the 1st place. So it would be nice to have the mod only doing what its purpose is or at least have a choice.
On ESL flagged ESP’s, only mod managers that are not actively supported like NMM have issues with them. MO2 and Vortex can handle them without problems.
NMM has the problem that it can work with them in general but you can’t change the load order list so it’s not ideal. Other than that it looks like ESL flagged EPS’s have no negative impact on stability or have not shown corruption effects so far, but yes its long time effects are not know today. It has been tested more intensively on Fallout 4, given that SSE runs on a similar but more basic/earlier version of FO4 engine it could be assumed that plugin handling is pretty much the same. Again I’m no expert on this so I could be totally wrong.
To be sure I'm understood correctly, I mean to create an .ESP with an active ESL flag. Not a pure .ESL plugin. You can do that with the newest version of SSEEdit (Experimental). Don't let the term Experimental impress you too much, Elminster claims it’s pretty much stable and usable if a version of xedit is released on GitHub. Open the mod go to "File Header" and edit "Record Flags" and check "ESL", save it and your done making an ESL flagged .ESP.
Pure ESL plugins on the other hand are a total different beast and I have zero experience how they the work or affect the game. I leave that class of plugins to Bethesda and creators of creation club mods ehm I meant "content" (not really, spoiler alert -> sarcasm).
More about the subject by Arthmoor
wbr Spwankiller