Skyrim Special Edition
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MaskedRPGFan

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  1. MaskedRPGFan
    MaskedRPGFan
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    Please do not use 1.5.x for now. Stick with 1.4.x.

    If you appreciate my work please give me Kudos and Endorse my mods. For me, they are a source of motivation to work.
    Paypal or Ko-fi donation is also a good way to say thank you. You can be my Patron on Patreon.
  2. piranha45
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    Thank you for this fine mod. I read the Description, but I still have questions...

    1) Can "Worldspace" records be esl-ified, or are they the same as "Cell" records?
    2) If mods with Cell records can't be compacted, is it impossible to esl-ify a follower mod that has their follower placed in a Cell record?  So the only way you could esl-ify such a follower mod, and still use the follower, is to spawn the follower using console in-game?
    1. MusicRoller
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      I think you misunderstood the CELL/ESL-flag issue. There's absolutely no problem ESPFE-ifying a mod that puts a new NPC/book/chest/whatever into an existing CELL record. The vast majority of add-on-follower mods do that. Most of the others put them into an outdoor WRLD record. FE-ifying those is fine too.

      The issue is FE-ifying an ESP that creates a completely new CELL record. Though it's actually not an issue with that mod; the problem is that if a subsequent mod uses the one with the new CELL as a master and modifies the new CELL, the engine will lose track of what's supposed to be in that new CELL.
    2. piranha45
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      Thank you.
  3. triptherift
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    Gives an error that says it cannot locate \Edit Scripts\SysUtils.pas. This is not part of any version of SSEedit, and I see no other requirements.
    1. MaskedRPGFan
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      Please tell me your SSEEdit version and script version. This error is strange. I can not reproduce it.
    2. triptherift
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      SSEedit 4.0.2 and 4.0.4.  Weird thing is, it worked fine testing on another machine that is 1.6.640. My mod making machine is 1.5.97, where I get the error message. Has me scratching my head. SysUtils.pas seems to be related to Delphi as near as I can tell.
    3. MaskedRPGFan
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      Skyrim version does not matter, only SSEEdit version and this script version.
      Tested SSEEdit 4.0.4 with ESPFE Follower 1.4 and all works fine. Maybe reinstall SSEEdit?
  4. Bonadeo
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    Would this work for fallout 4 too?
    1. rk121
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      I tested it on Buttons mod and it worked for now
  5. elpuertorro
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    Dumb question, but is this pretty much the same as Vortex's function of "could be light" which pretty much converts  the mod an esl = "light" ?
    1. MaskedRPGFan
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      No. From description page:
      What does it do:

      • checks if the plugin can be converted and prints information about it
      • renumbering all records that require renumbering
      • set the ESL flag
      • copies and renames Facegen textures
      • copies and renames Facegen meshes + edits this meshes, changing the old texture path to the new one
      • copies and renames all voice files (fuz, wav, lip, xwm)
    2. elpuertorro
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      Thanks for the reply but I guess let me ask in  a different way, what is the difference between using the Vortex way vs your mod? as so far I have not had a problem I think when converting using the built in Vortex eslifyer (make plugin light).
      Sorry don't know It's maybe because the hrs I have been awake and brain not registering, and my apologies if I'm coming across as dense and making you explain it again.
    3. MaskedRPGFan
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      To make follower espfe, you need to change not only records in plugin, but also assets like meshes, textures and audio files.
      Are you sure vortex plugin can, for example, edit face mesh to change paths to textures?
    4. elpuertorro
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      Thanks for the reply and I'll be honest have no clue, like I said it hasn't shown any problems that I can see ( I do convert them before a new play ) and that's honestly why I asked because I saw all the stuff you listed and I was like, hmm I wonder if it's the same thing?
      I guess at this point I should do a little research, sadly Vortex only has like the basic info of features they don't really tell you the works of it.
      Thanks for the quick replies and apologies if I made you waste time on this.
    5. JobiWanUK
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      The Vortex thing basically checks if the plugin can be converted to ESL, as it is.

      This mod actually converts it, as in it renames things, deletes things and more, it's far more powerful than the Vortex plugin which is useful, but only for very basic mods.
  6. abelyo
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    Did anyone else have an issue where a follower eslfied by this mod would have their face turned into a default vanilla face? I eslfied a bunch of "small" followers(no custom voice or cells, just a character) that I had and quite a bunch of them had their face ruined. And replacing the .esl with the original .esp fixed it. I kinda gave up on those since I would be wasting a .esp slot with small followers but now I am wondering if theres a way to eslsify them without bugging their face.

    Also some other type of mods I was able to turn into .esl with this mod just didnt work right until I reinstalled the .esp as well. For example, I eslfied the mod Fossil Mining and tried to use it with the Legacy of the Dragonborn patch, and my game just refused to reach the title menu until I turned the Fossil Mining to its original .esp. I lot of other patched mods I eslsified worked fine, so I dunno whats different with that one. Also yea, I made sure to make a SEQ file of every mod I eslfied.
    1. MaskedRPGFan
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      Please give me link to follower you converted and I will check it.
    2. abelyo
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      Thankfully I noted some of them down
      https://www.nexusmods.com/skyrimspecialedition/mods/88989
      https://www.nexusmods.com/skyrimspecialedition/mods/27202
      https://www.nexusmods.com/skyrimspecialedition/mods/54538
      https://www.nexusmods.com/skyrimspecialedition/mods/65793
      https://www.nexusmods.com/skyrimspecialedition/mods/23813
      All followers that got bugged face after converting to .esl
    3. MaskedRPGFan
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      https://www.nexusmods.com/skyrimspecialedition/mods/27202 -- works fine
      https://www.nexusmods.com/skyrimspecialedition/mods/54538 -- this is my mod, it is espfe
      both converted, no need to change to espfe:
      https://www.nexusmods.com/skyrimspecialedition/mods/65793
      https://www.nexusmods.com/skyrimspecialedition/mods/23813

      https://www.nexusmods.com/skyrimspecialedition/mods/88989 -- will test soon
  7. Percivali
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    sorry I keep bothering haha but I was wondering if it's ok to convert patches and follower addons like extra dialogue this way? they meet the conditions and are not used as msters so Im assuming itll be safe
    1. MaskedRPGFan
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      Yes, it should be fine.
  8. Simdrew1993
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    Hi there, I have a few questions. What does this newest version change, and should I download it? Why is there one in optional, and in main files?
    This optional version is a beta? When is SSEEDIt supposed to get updated so it's safe to download this version


    And say I have a follower mod with scripts and custom voiced dialogue, and apply your SSEEDIT script, would their scripts and dialogue still work/function after?
    1. MaskedRPGFan
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      What does this newest version change, and should I download it?
      SSEEdit from discord changed the names of two functions, so I had to update script to use new ones.

      Why is there one in optional, and in main files?
      Optional version is for ESPFE with records starting from 0 (new espfe format 1.71), for now SSEEdit is not supporting it, so do not use this file.

      When is SSEEDIt supposed to get updated so it's safe to download this version
      TBH? IDK. This is why I provided scripts for both cases.

      And say I have a follower mod with scripts and custom voiced dialogue, and apply your SSEEDIT script, would their scripts and dialogue still work/function after?
      Dialogue yes, scripts yes if there is no raw form id used in them.
    2. Simdrew1993
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      Alright cool, thanks for the quick response. 
  9. Crowned4241311
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    This mod works really well. I used it on 85 standalone mods (follower, armor and appearance mods - brows).

    I skipped any mod that had seq or scripts because I didn't want to do extra steps.

    I made sure none of the mods added a new cell or were over 2048 records in SSEEDit.

    My game version is 1.5.97. My SSEEDit is up to date (4.1.5f). I chose ESPFE Follower version 1.4.0 (1.5.1 didn't work for me even with Backported Extended ESL Support installed, but this is likely my own fault - needs more testing).
    1. MaskedRPGFan
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      Thank you :)

      Please check 1.4.1 with new SSEEdit :)
    2. hoangdai94
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      @MaskedRPGFan v1.4.1 works for the nexus version of SSEEdit (v4.1.5f) as well, right ?
    3. MaskedRPGFan
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      Yes.
    4. Percivali
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      from what I gathered it's ok if the mod has scripts, I just skip the ones that have a source folder(psc files), still havent used it on any of my spell pack mods tho

      also, may I ask which followers you used the script on? I use the famous ones(lucien inigo etc) and they have a lot of patches and stuff and im afraid ill break my modlist lol
    5. MaskedRPGFan
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      Do not use it on big followers. It is not worth to break all patches. Better to use it on one day npc or other small ones.
    6. Percivali
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      ooh alright thanks
    7. Crowned4241311
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      Thank you :)

      Please check 1.4.1 with new SSEEdit :)
      My SSEEDit version is 4.1.5f, so your 1.4.1 version of ESPFE Follower probably works with it. I don't have anymore mods that need to be ESL though.

      Now that I'm thinking about it more, I forgot that I had to use SSEEdit64 and install version 4.1.5f to make your ESPFE Follower version 1.4.0 work (I was using 4.0.4 and SSEEdit32 at first). I was also past the 255 plugin limit. It's very likely that your ESPFE Follower version 1.5.1 will work for me now, but I would have to test it more.
    8. Crowned4241311
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      from what I gathered it's ok if the mod has scripts, I just skip the ones that have a source folder(psc files), still havent used it on any
      of my spell pack mods tho

      also, may I ask which followers you used the script on? I use the famous ones(lucien inigo etc) and they
      have a lot of patches and stuff and im afraid ill break my modlist lol
      According to, https://www.nexusmods.com/skyrimspecialedition/mods/21618 , scripts are okay if they don't useGetFormFromFile. I just didn't want to spend time on extra steps with scripts and seq mods. I updated my original comment to make this more clear.

      I only used the ESPFE Follower tool on standalone mods like Sylvanas, https://www.nexusmods.com/skyrimspecialedition/mods/5001 .
  10. itsnyetime
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    How do you ascertain if a mod's RecordIDs are used in scripts? Is it as simple as checking if the mod contains scripts?
    1. MaskedRPGFan
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      No, you need open script source and look for raw RecordIDs.
    2. Percivali
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      do I do that with SSEEdit?
    3. MaskedRPGFan
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      No, with text editor like notepad++.
    4. Percivali
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      thanks, this mod has been life saving
  11. Percivali
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    sorry if I sound stupid, Im just using this for converting my armor, weapons tools etc mods, I load sseedit, select my vortex plugins and just run the script and if it converts I save the plugin, what is create SEQ file used for? Vortex recognizes my new plugin as esl flagged, what am I missing here
    1. JobiWanUK
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      You only need an SEQ for mods that have a Start Enabled Quest, often used for followers with dialogue. If the original mod didn't have one, you don't need to create one.
    2. Percivali
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      ahh thank you im pretty new to modding <3
  12. Percivali
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    do I need to unpack bsa for non follower mods that contain textures or meshes like a weapon?