Hi all! I just got the Donation Points Report, and THIS MOD ALONE got 4,000+ unique downloads, nearly 15,000 points! I certainly never expected it to do this well, especially since it hasn't gotten any new comments in like, 2 yrs, so thank you all!
Hi, saw your comment about unofficial skyrim patch, and just thought maybe this can be added to the unofficial modder's patch. Have you tried contacting them?
Having just now discovered USMP because of this post - after having just minutes ago discovered Keywords Fixed for the first time because of something else(!) - does that mean I'll see more collective value in using USMP rather than just this if this is incorporated? Modding Skyrim produces more rabbit holes than Lewis Carroll.
If you like this, please at least download just to endorse and give me a donation point, then you can delete if you want the other mod that includes mine, thanks.
Another great invisible-yet-highly-important fix! :)
I wanted to ask about something I saw in xEdit, regarding the three new Location records...
WindhelmDocksLocation: xEdit shows it is referenced by two other records, WindhelmDocksExterior01 (CELL record) and Windhelm (LCTN record). BlackreachSinderionsFieldLabLocation: xEdit shows it is referenced by one other record, BlackreachZCell10 (CELL record). SolitudeDocksRedWaveLocation: xEdit shows it is referenced.... by no other records.
Is that right? Shouldn't the new Location record be attached somewhere in order for it to be used? My familiarity with this area of modding is slim-to-none, so I could very well be wrong here...
USEEP not fixing keywords because it doesn't negatively affect the gameplay and is not a bug is hilarious considering the s#*! they got up to in that mod.
Yes, like adding 2 storage barrels to Vlindrel Hall and a cooking pot to Proudspire Manor, totally unnecessary and forcing any mod that overhauls them (like mine) to require them as masters, just so I can disable those things.
Ähm mate. I run version 1.5.97.0 and am unsure which file to choose. Can you please tell me what suits my version best? Have USEEP for my game version installed but two files are referring to USEEP and that third also sounds not wrong. So which is right for me, please?
This doesn't actually require USEEP, it only carries forth the changes via SSEedit, so it's just whether you want ESL or regular ESP. I archived the older one from 2019.
I don't know about ESL, haven't looked into it. Perhaps you could educate me. What is the importance of ESL, and why are they desired? The only ESL I currently have is CBBE.
Unlike an ESP it doesn't take up space in your load order. Same as with the addons you get from the store. The only real requirement I have found is that to work as intended, it should either add to the game, without conflicting or changing another mod's changes, or must only modify vanilla gameplay values - like yours. I haven't yet converted your mod to ESL for my own use. Will let you know how it goes once I do.
Esl (Elder scrolls Light) have been created for both SSE and FO4 after the launch of the Creation Club and the fear that the CC wouldn't get too popular since by the time of its launch so many mods had been created that a lot of people were already close to the limit of 255 plugins and as a consequence that mods created for CC wouldn't get downloaded for lack of plugin space.
An esl is in fact treated as an esm and loaded in-between esm and esp files. So, an esl is handy except when the mod is dependent on another esp. Since the esl would be loaded before the esp it depends on, the game would go bye-bye Kansas.
The same goes for mods that depend on your mod. Turn your mod into an esl and the other mods that depend on it can no longer find the esp since it is now an esl.
I've made a small tutorial on how to turn esp files into esl ones using the Creation Kit. Have a look at the one for Fallout 4. It's the most elaborate. The process is identical for both FO4 and SSE.
Thanks for the info! It's been a while since I did this mod, and have been making ESLs for several of my later mods. I'm now uploading one here for those who want it.
There is an exception, in that .esl can be flagged as esl without actually becoming a fully-fledged esl. That allows it to be sorted anywhere in the load order, certainly with MO2. It still won't affect the 255 mod limit, although, in reality, .esl occupies 'slot' 255. .esl have their own limit(4096)
You're welcome! And to anyone, if you see something weird, anywhere, like NPCs, enemies or animals, going somewhere they shouldn't, or Followers commenting stuff that doesn't fit the place... well, there's a chance it might be Keywords related. Let me know
67 comments
I just got the Donation Points Report, and THIS MOD ALONE got 4,000+ unique downloads, nearly 15,000 points!
I certainly never expected it to do this well, especially since it hasn't gotten any new comments in like, 2 yrs, so thank you all!
I wanted to ask about something I saw in xEdit, regarding the three new Location records...
WindhelmDocksLocation: xEdit shows it is referenced by two other records, WindhelmDocksExterior01 (CELL record) and Windhelm (LCTN record).
BlackreachSinderionsFieldLabLocation: xEdit shows it is referenced by one other record, BlackreachZCell10 (CELL record).
SolitudeDocksRedWaveLocation: xEdit shows it is referenced.... by no other records.
Is that right? Shouldn't the new Location record be attached somewhere in order for it to be used? My familiarity with this area of modding is slim-to-none, so I could very well be wrong here...
(Note: I am using the ESL version of the mod.)
BlackreachZCell... is RENAMED more appropriately, BlackreachSindarions...
Thanks in advance.
An esl is in fact treated as an esm and loaded in-between esm and esp files. So, an esl is handy except when the mod is dependent on another esp. Since the esl would be loaded before the esp it depends on, the game would go bye-bye Kansas.
The same goes for mods that depend on your mod. Turn your mod into an esl and the other mods that depend on it can no longer find the esp since it is now an esl.
I've made a small tutorial on how to turn esp files into esl ones using the Creation Kit. Have a look at the one for Fallout 4. It's the most elaborate. The process is identical for both FO4 and SSE.
Here is a good thread from pages 1 to 3 (part of page 4)
and THANKS to JimmyRJump, good concise explanation. Much appreciated.