Espfe skyrim что это

Espfe skyrim что это

What you are describing is compacting formID’s to convert an esp into an esl. That is an esl file.

It’s not an ESL file until you save it as ESL, you clearly never converted any ESP to ESP-FE.

You’re wasting my time, you don’t convert an ESP to ESP-FE without compacting it first, then you change the flags.

Install CK at least once and read some tutorials and Modders resources, before trying to correct others on how stuff works.

Part of the process of converting a plugin from ESP to ESP-FE is compacting form IDs

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Part of the process of converting a plugin from ESP to ESP-FE is compacting form IDs, which can make the plugin incompatible with existing save games, depending on what those form IDs are. This guide will only cover patches which have compacted form IDs. Most patches do not fall into this category, making the ESP and ESP-FE versions interchangeable.

While this paragraph may be technically correct in part for that paticular mod, as a whole it is not correct regarding an esp with an ESL flag.

If you think anything I said above is incorrect I would invite you to join the xEdit discord and do some reading of your own.

Espfe skyrim что это. Смотреть фото Espfe skyrim что это. Смотреть картинку Espfe skyrim что это. Картинка про Espfe skyrim что это. Фото Espfe skyrim что это

Part of the process of converting a plugin from ESP to ESP-FE is compacting form IDs, which can make the plugin incompatible with existing save games, depending on what those form IDs are. This guide will only cover patches which have compacted form IDs. Most patches do not fall into this category, making the ESP and ESP-FE versions interchangeable.

While this paragraph may be technically correct in part for that paticular mod, as a whole it is not correct regarding an esp with an ESL flag.

If you think anything I said above is incorrect I would invite you to join the xEdit discord and do some reading of your own.

You have no way of knowing if I’m on xEdit Discord or not. After making a fool yourself you now going through Google to try and weasel out of it.

You not telling me anything I don’t know already, and yes you’re still wrong in some aspects which show clear lack of experience.

But I’m done wasting my time, this topic is dead for me.

When you reach the private nexus discord (not the public one every average joe can enter), we’ll talk, is the day you’ll actually have minimal experience.

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About this mod

XEdit script which converts ESP Follower mod to ESPFE.
In theory, it should convert any ESP plugin that is suitable for this, not only followers.

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Please just credit me, if you use my tool for your mod.

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Version 1.2.1

Version 1.2

Version 1.1

Version 1.0.1

Version 1.0

Both straight donations and premium membership donations accepted

This is xEdit script which converts ESP Follower mod to ESPFE. In theory, it should convert any ESP plugin that is suitable for this, not only followers.

BEWARE THIS IS BETA VERSION, but it works 😀

If my tool helped you, please endorse.

If the plugin cannot be converted, the script exits without doing anything.

I have error:
Overflow while converting variant of type (Int64) into type (Integer)
You need to load only ESP you want to change, not all of them.

I have other errors after conversion.
Please make sure, you loaded mod normally. Please don’t use SHIFT to load mods quickly.

What is ESPFE, ESL, ESP?
Normal ESP and ESM plugins have a limit of 256. (But Skyrim.ESM, Update.ESM, etc take up some of those).

ESLs are «light» plugins. They contain 2048 or fewer records. They have a limit of 2048. ESLs are loaded, along with ESMs, before ESPs in your load order.

ESPFEs are ESPs, but they are «flagged» as an ESL. They are basically just normal ESPs, but with less than 2048 records and do not contribute to the 256 limit. ESPFE record numbers start with 800, so to convert ESL to ESPFE you need to renumber the records.

Why I need to rename files? (meshes, textures, voice files)
When you convert ESL to ESPFE, you need to renumber the records. Facegeom meshes, facetint textures and voice files will not work because their names depend on records, this script will automatically rename all these files.

Why I need to edit facegeom nif files?
Facegeom (nif) meshes have built-in texture (facetint) paths. When you renumber an NPC record, you also need to change the path to the texture.

Hope my mods made your game more enjoyable and less cumbersome to configure.
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.

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On ESPFEs and Proper Patch Plugin Placement

A: A large patch compendium, currently 85 patches between various popular mod combinations, all of which are now (as of v1.9.0) ESPFE «magic featherweight» plugins.

Q: What’s an ESPFE plugin? And why do you call them «magic featherweight»?

A: I’ll answer the second question first. ESPFE plugins do not use up a slot in your 255-plugin limit load order!! Yes, really! There are almost no restrictions left on them now except that they do not work well with Nexus Mod Manager, which is no longer supported and you should really stop using for a dozen other reasons as well. They also work fine alongside Creation Club content.

Q: Do I really have to read the wall of text below?

A: If you wish to start using ESPFEs, you really should. Besides, a lot of the discussion below actually has nothing directly to do with ESPFEs, it’s also an in-depth discussion of the proper placement of patches in your load order, which applies even if you download nothing from this mod, and which contradicts what seems to be the conventional wisdom of the matter. With examples.

Q: Ok, so what exactly *are* ESPFE plugins?

A: They are an ESP-ESL hybrid. meaning, they have an ESP extension, but they have the «ESL» flag checked in the File Header.

Q: ESLs? I heard those are bad, especially for patches! What gives?

Q: So why don’t these patches have that problem?

A: Because they are still ESPs. They just have the «ESL» flag checked in the header record. The result of this is that they obey normal plugin order rules, and other ESP’s can be added to them as masters, BUT, they are loaded in ESL FE space, meaning they don’t take up a slot in the 255 ESP plugin limit.

Q: Has this method been tested?

A: Extensively. For about 9 months by Fallout 4 modders, and then by virtually the entire community for SSE ever since I first posted these patches. Highly endorsed by ElminsterAU (author of xEdit). Most modding tools have been redesigned to work with them by now (NMM and Mator Smash are two notable exceptions). An example of their previous use in FO4 prior to is this mod, «Visual Reload Compatibility Patches» by Zeridian, who I am very grateful to as he made me aware of this functionality.

Q: Are there ANY known bugs associated with using ESPFEs?

A: Only one known bug at this time, but it’s pretty rare-case. IF an ESL or ESPFE adds brand new CELL records (which is pretty unusual for a mod to do), and that mod is not the very first mod to be loaded into FE space (meaning any FE slot greater than FE000), AND that new CELL record is overwritten by another plugin, then temporary references in that CELL will not appear in game. That’s it. None of the patches in QUASIPC are affected by this bug. If you’re converting your own mods to ESPFEs, though, it’s a good idea to keep an eye out for brand new CELL records and simply don’t convert any plugins that have them.

Q: How did you test that these obey the proper load order?

A: Mostly by testing the blackface bug. As anyone who has used multiple NPC replacers affecting the same NPCs knows, if they are not ordered in a very precise manner, with a synchronized install order AND plugin order, you’ll get blackface. I set up my replacer mods in such a way that if my patches for a couple of them weren’t loading exactly where I placed them in my load order, blackface was inevitable. And guess what? No blackface. These patches are definitively, positively, absolutatively loading exactly where they are placed in the plugin order.

A: For a while there only Mod Organizer 2 supported them, but they are now also supported by Vortex and the development version of Wrye Bash. In MO2 (the mod manager I recommend most highly), you even get a little helpful yellow dot next to each ESPFE patch in your plugin order that, when hovered over, says: «This ESP is flagged as an ESL. It will adhere to the ESP load order but it will be loaded in ESL space.» And the name of the plugin itself changes to being in italics so it’s VERY easy to tell which are normal plugins and which are ESPFEs whenever you look at your plugin list. Which is awesome.

Q: Who came up with the name «ESPFE»?

A: I did. Zeridian called them ESP LITE, and some other modders still do, but that seems bulky to me. I prefer «ESPFE», because they are otherwise normal ESP’s that just load into the FE space where ESLs are loaded.

Q: Do they work alongside Creation Club mods, or other true ESLs?

A: Attempts were apparently made by the author maintaining the Github-developed version to get them working, but last I heard it still wasn’t working right. I recommend just moving on from NMM. Seriously. Never met anyone who made the switch to MO2 who wasn’t enormously happier in the end.

Q: What about SSEEdit?

A: In the current new full release on Nexus (4.0.0), ESPFEs are fully supported with tons of new features to make identifying which ESPs are safe to convert to ESPFE easy. NOT ONLY can SSEEdit now load more than 255 plugins (if those above 255 are ESL’s or ESPFE’s only, of course), AND recognize ESPFE’s and list them as loading into FE space while still sorting like ESP’s, it will ALSO throw warnings during the background loader process if it finds an ESPFE that needs to have its formid’s compacted in the CK, and *will not let you save* an ESP that you’ve set the ESL flag on if uncompacted formids would cause a problem. That is *awesome*. And then there’s the «-PseudoESL» parameter that will load every ESP that can be an ESPFE *as* an ESPFE, to make it easy to identify and flag them all in one pass.

A: The development version of Wrye Bash can handle these. You can get it from the Wrye Bash Discord channel.

A: This tool will not work with more than 255 plugins loaded, whether ESPFE or not, so you’d have to deactivate any overage to get MS to start. I personally would always recommend to get familiar with SSEEdit and patch your mods by hand instead anyway. See below for my dissertation on why merging mods in general is a bad idea.

A: All reports are that ESPFE’s work great with Vortex now.

Q: Who do we have to thank for being able to use this?

A: Fallout 4 fans appear to have discovered this and asked the MO2 team for support, and they got it. Much gratitude to the FO4 fans AND the MO2 development team (particularly Silarn) for making them work with MO2 which got this whole ball rolling. Thanks to Zeridian for making me aware. HUGE thanks to ElminsterAU for going far far beyond the call of duty to make SSEEdit work perfectly with ESPFE’s. If there’s any modder I’m aware of (besides me, of course!) who has earned and deserves all the donations and Patreon support in the world, it would be him. His work makes every other modder’s work possible.

Q: Can these ESPFE patches be merged with Merge Plugins?

A: Yes. But why would you normally need to? The point is that this frees you up to place the patches exactly where you want them without impacting your total plugin limit, and the place I always recommend is immediately after the second mod that you are patching in your plugin order. That’s the only place that the typical patch can be guaranteed to work as intended. The short explanation is: If Mod A needs to come before Mod B in your load order, then all patches involving Mod A in any way have to come before Mod B as well. So unless you’re pretty skillful and going over everything in SSEEdit yourself to make sure ALL conflicts are accounted for, doing a Merge Plugins that moves all your patch records to the very bottom of your load order can have unpredictable results. With these ESPFE patches, placing all patches at the bottom is no longer optimal.

Q: Why is it not optimal to put patches at the bottom of the load order? They *have* to go at the bottom if I’m merging them. And I’ve always been told that patches should go at the bottom of the load order anyway.

A: I’ll explain why it’s almost always a bad idea to put any patch any lower in the plugin order than absolutely required in a moment. Those who advised this were probably primarily motivated to evade the 255 plugin limit and that it was worth the potential instability price (if they were aware of this issue at all, and it often was worth it, until now). As for Merge Plugins, it’s an excellent tool for circumventing the 255 plugin limit IF you know what you’re doing and are deeply aware of every conflict in your load order and can compensate, but if it’s NOT needed (and with these patches, the limit becomes much less of a problem), or you’re NOT willing to really analyze your load order completely, then it is simply bad practice to use it *because* it requires moving patches lower in the load order than they need to be.

Here’s a simple example. Say you’re using CRF, The Ordinary Women, and Bijin. You set up your load order properly like this:

Cutting Room Floor.esp
TheOrdinaryWomen.esp
Bijin AIO.esp

Because your install order of these mods is the same (though that’s not relevant right now), everything works fine. Bijin overrides for the NPCs that Bijin changes, and TOW works on whoever’s left over. Then you add my TOW-CRF patch to the mix where I advise to put it.

Cutting Room Floor.esp
TheOrdinaryWomen.esp
Qw_TheOrdinaryWomen_CRF.esp
Bijin AIO.esp

Everything still works fine. The patch gets to patch records that Bijin doesn’t overwrite, and the ones that Bijin does overwrite, the patch is overwritten as well.

But now someone tells you to merge your patches! So you do. And that merged patch of course goes at the bottom.

Cutting Room Floor.esp
TheOrdinaryWomen.esp
Bijin AIO.esp
MergedPatch.esp (containing Qw_TheOrdinaryWomen_CRF.esp)

Now characters that Bijin overwrites have Bijin’s meshes and textures, but TOW’s ESP for the patched records.

To the response «Well, just don’t merge NPC replacer patches», the principle holds for almost any mod combination that requires a specific load order to function, it’s just most obvious with replacer mods. If any Mod A *has* to come before Mod B for them to work correctly, any patches involving mod A (in any way!) *must also* come before Mod B. I can illustrate a similar situation with Relighting Skyrim and ELE. RS has to come before ELE for them to be compatible. If you load RS after ELE, ELE will be almost completely wiped out. If you load RS and then ELE, but add a patch for RS and some third mod and load it after ELE, you are wiping out ELE’s changes to whatever interior cell records are in that RS patch.

And that’s why evading the 255 limit as this patching method does, without having to merge and move patches far lower than both their base mods, is a fundamental game changer.

Q: Should I use ESPFE’s for anything other than a compatibility patch?

Q: Are there any restrictions on how many of these ESPFEs you can use?

Q: Are you SURE I shouldn’t merge some patches still? Like, what if Immersive Citizens is near the end of my load order, and I have five of your ESPFE patches that need to come right after it. Wouldn’t that save me 4 of these FE slots?

A: The saving is *seriously* trivial. Let’s do the math. We know that the maximum number of FormID’s is roughly 300 x 2048 = 614,400. Divide that by the maximum number of FE slots (4096), and you can have an average of 150 formids per patch and still get use of the full 4096 slots. The biggest patch in this compendium so far has about 80 formids. Several have 3 or less. I’m figuring it’s going to be at LEAST a week before some crazed modder manages to increase their total plugin count from 255 to 4,351 (and the last 4096 being compatibility patches for the first 255). Maybe even two weeks! Let’s worry about it then. In the meantime, you couldn’t run out of FE slots if you tried, unless you completely ignore me and start making your huge new content mods into ESPFE’s, in which case you deserve your tears and it’s all on you. Oh, and if you do merge those Immersive Citizens patches, and then one of them gets updated, you gotta redo the whole merge process involving other patches that don’t really need updating, increasing chances of human error, etc. etc., instead of just reinstalling QUASIPC, click and done. Just. Not. Worth. It.

Q: I have an ESP in my load order that is empty, just there to load a BSA. Can I make that an ESPFE?

A: This works fine, and those are indeed a great candidate for being made ESPFE’s. Just open up that empty ESP in SSEEdit, click on its File Header, right click on Record Flags, and check «ESL».

Q: If something goes wrong, can I blame you?

A: Well, either you’re the only person it’s gone wrong for, or out of all the many thousands of folks who have been using these for the last several months that also had a problem, not one of them has bothered to report it. How about instead you be the first one to report an issue without getting all bent out of shape and blame-y about it, and maybe we can figure out what exactly the problem is together, and see if there’s some heretofore unknown limitation that I will certainly do my best to make sure everyone knows about. I think that’s a good plan.

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Quick Conversion Of ESP To ESL Using The Creation Kit / Быстрое преобразование ESP в ESL с помощью Creation Kit

Это не мод и не инструмент. В игру ничего не добавляется, и в игре ничего не меняется.
Это всего-лишь маленький и простой туториал.

Порядок работы.
Шаг первый. Откройте Creation Kit.Нажмите «File», и в выпадающем меню выберите «Data».
Шаг второй. В окошке «Data» найдите нужный Вам плагин, выберите его и сделайте активным, нажав «Set as Active File».Выбранный esp бкдет отмечен флажком.
Нажмите «OK», и дождитесь окончания загрузки плагина (скорость загрузки зависит от мощности Вашего компьютера).
Совет:
Держите открытыми окно Plugins в NMM и папку Data. Это позволит Вам быстро активировать полученные esl, и удалять уже ненужные esp, что особенно удобно
при преобразовании большого количества плагинов.

Шаг третий. Снова нажмите «File», и в выпадающем меню выберите «Compact File Forms IDs», затем «Yes» для подтверждения.
Появится сообщение «Done» с новым присвоенным номером ID активного файла. Нажмите «OK».

Шаг четвёртый. Ещё раз нажмите «File», и в выпадающем меню выберите «Convert Active File to Light Master». Для подтверждения нажмите «Yes». На этом работа в СК закончена.
Шаг пятый. Откройте Ваш мод-менеджер, и активируйте в нём полученный esl-файл, а в папке Data удалите исходный esp.

Вот, собственно, и всё. Но тем не менее, прочитайте следующие предупреждения.

Предупреждения.
— не конвертируйте esp больших модов. Помните об ограничении в 4000 форм для esl;
— не конвертируйте esp, к которым привязаны другие плагины;
— не конвертируйте esp, если в порядке загрузки он должен находиться НИЖЕ другого esp.Плагин esl будет добавлен ВЫШЕ других плагинов esp, что может испортить игру.
— Обязательно закрывайте СК после каждого преобразования. Это необходимость связана с тем, что оставаясь открытым СК иногда выделяет Skyrim.esm как активный файл.
В окне «Data» можно снять с него метку активного файла, однако он может оставаться активным в фоновом режиме. А это может привести к нежелательным последствиям при
выполнении нового преобразования, так как в новый esl могут быть записаны не верные ID форм, что вызовет збой при загрузке игры.

Удачи в преобразованиях файлов!

Источник

Автор:Unofficial Patch Project Team
Версия:2.1.3b
Перевод:текст русский
Озвучка:русская и английская (все в одном bsa. файле) (спасибо DJ Kovrik за помощь в склеивании русских звуковых файлов)

Данный патч больше не поддерживается, так как теперь имеется новый объединенный патч USLEEP, смотрите на данной странице

На заметку.
— Патч имеет только русский текстовый перевод esp. файла и русскую и английскую озвучку в одном bsa. файле, то есть для тех у кого игра с английской озвучкой, то игра будет подхватывать соответственно английскую озвучку, если у вас игра с русской озвучкой, то игра соответственно будет подхватывать русскую озвучку.

Внимание. Начиная с версии 2.0.0 и выше все неофициальные патчи будут иметь приоритет исполняемого файла esp. как esm., то есть формально исполняемый файл esp. будет и как прежде иметь формат как esp., но будет приниматься игрой и лаунчером как esm. файл. Это важно. Так же начиная с версии неофициальных патчей 2.0.0 и выше, изменен порядок загрузки в лаунчере, смотрите описание порядка загрузки в лаунчере ниже. И не игнорируйте это, иначе у вас по прежнему будут происходить такие проблемы как не поглощение душ драконов или крах игры и тому подобное.

Описание:
Всеобъемлющее исправление ошибок модов для Elder Scrolls V: Скайрима. Цель Неофициального патча Скайрима (USKP) является в конечном счете исправить каждую ошибку в Скайриме,в одном простом пакете

Установка: (можно вручную или через NMM/MO менеджеры)
1.Устанавливайте все 3 файла в папку Data в игре:

При установленных DLC и неофициальных патчах порядок загрузки должен быть следующим:
— Skyrim.esm (в лаунчере может быть невидимым,но он подключен в скрытом режиме)
— Update.esm (в лаунчере может быть невидимым,но он подключен в скрытом режиме)
— Unofficial Skyrim Patch.esp
— Dawnguard.esm
— Unofficial Dawnguard Patch.esp
— Hearthfires.esm
— Unofficial Hearthfire Patch.esp
— Dragonborn.esm
— Unofficial Dragonborn Patch.esp
— HighResTexturePack01.esp
— HighResTexturePack02.esp
— HighResTexturePack03.esp
— Unofficial High Resolution Patch.esp

Требование:
Для версии 2.1.3b требуется версия игры 1.9.32.0.8 и выше (патч по основной ссылке)
Для версии 1.3.0 требуется версия игры 1.8.151.07 (по дополнительной ссылке)

FAQ:
Вопрос: А почему еще не исправлены все баги?
Ответ: Работа над патчем ведется до сих пор. Все ошибки исправляются постепенно. Неофициальный патч к Oblivion можно считать практически завершенным после нескольких лет работы над ним, думаю, что и данный патч потребует примерно столько же времени

В: Надо ли мне начинать новую игру, чтобы Unofficial Skyrim Patch работал как следует?
О: Нет. Большинство исправлений сделаны таким образом, что будут применены как к новой игре, так и к уже существующей. Лишь незначительная часть правок (вроде изменения позиции некоторых объектов) будут работать только для новой игры, либо сработают только для тех локаций, в которых вы еще не были

В: Нужны ли предыдущие версии для установки Unofficial Skyrim Patch?
О: Нет, патч является коммулятивным и предыдущие версии не нужны. Перед установкой рекомендуется удалить все предыдущие версии Unofficial Skyrim Patch

В: После установки Unofficial Skyrim Patch версия игры осталась та же! Что-то не так?
О: Unofficial Skyrim Patch является неофициальным исправлением и не затрагивает никаких оригинальных ресурсов, поэтому версия игры не меняется

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Последняя версия USKP 2.1.3b или выше прекрасно работает, однако, если вы используете моды, которые зависят от Skyproc на основе патчера, то могут быть проблемы, может не удастся создать ваш автоматически сгенерированный патч.
Вот временное решение:
Как использовать USKP 2.1.3b или выше с вашим Skyproc на основе патчера:

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