As of 1.3.0, the ESL-flagged plugins have been incorporated into the main mod, the ESL plguin replacer is no longer needed, and should be considered outdated. As such, the LOTD patch should work out of the box as well.
Other than that I just added missing temper recipies to the standalone variants.
If I understand the mod versions correctly, the "replacer" version replaces the weapons that are randomly generated at the forge, but the "standalone" version adds all of your weapons in a set location? So, if I want a specific weapon but use the "replacer" version, I have to reset the location? Since you can't craft the weapons - at least I wouldn't know how (without another mod, that is).
I was using the Replacer version, Lunar Bow is not showing up as upgrade-able on a Grindstone. For now, what I think I'll do is take a steel lunar mace, upgrade it to legendary quality, install your mod and it should be replaced with a Bow at legendary quality. Not sure if it will work but could be a temporary workaround.
Ah, admittedly I did the Replacer version when I was less experienced, so there might be a couple of things I forgot to do, I'll give it a look over soon, thanks for reporting the issue.
First you need to check with the SSEEdit script whether this option is at all possible. Then, when you right-click on the plugin in SSEEdit, about in the middle of the list there is an option "Compact FormIDs for ESL". Do this first, and only then ESL-flag in the file header.
One has to be a bit careful on which mods one does this compacting thing. My understanding is that problems arise when there are mods in your load order that depend on the mod in question as a master. In this case compacting will make the depending mod malfunction/not work because its master got "compacted" and the dependent mod cannot find these FormID's anymore that it is supposed to find.
I would not offer a compacted version if I was the author. Experienced users know how to do it themselves for their particular mod list.
The issue arises that if you compact, then one should not replace their current plugin in a saved game with the compacted one. also any patches made for the mod would no longer work. Generally it's helpful to offer both if the mod is already public.
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You can find it here.
Please keep in mind you need the optional ESL Replacer filesNo longer needed if you're using 1.3.0 and up, as they have been merged.Other than that I just added missing temper recipies to the standalone variants.
So, if I want a specific weapon but use the "replacer" version, I have to reset the location? Since you can't craft the weapons - at least I wouldn't know how (without another mod, that is).
Great mod, just needs some polish.
Edit: Lunar Bow was missing temper recipe in the Standalone file, should be fixed in 1.3.1.
For now, what I think I'll do is take a steel lunar mace, upgrade it to legendary quality, install your mod and it should be replaced with a Bow at legendary quality. Not sure if it will work but could be a temporary workaround.
One has to be a bit careful on which mods one does this compacting thing. My understanding is that problems arise when there are mods in your load order that depend on the mod in question as a master. In this case compacting will make the depending mod malfunction/not work because its master got "compacted" and the dependent mod cannot find these FormID's anymore that it is supposed to find.
I would not offer a compacted version if I was the author. Experienced users know how to do it themselves for their particular mod list.
I did make one if you're interested?
otherwise great mod, i love replacing generic weapons
Edit: Fixed in latest update.