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Beginning with Patch 1.5.3 of Skyrim Special Edition, the game supports a new type of mod file known as a "light plugin" with the .esl extension. I've spent some time going over these files now that Wrye Bash is able to display the save headers and shown how they are listed based on how they are flagged in your load order. It's somewhat of a convoluted mess, but there is a certain order to it as well. Things are divided up into 6 distinct blocks of files according to the save headers. This post will serve as a complete breakdown of how all types of plugin files will load into the game and be listed in your save headers. Block 1: The original 5 ESM files. The load order of these is hardcoded and cannot be changed. The game will always load them. If any are missing, the game will crash on startup. Block 2: Creation Club content ESL files flagged as masters. This block is loaded after the final standard ESM file. The order of these files is hardcoded to load alphabetically. Even if these files are marked as disabled, the game will still load them. You must completely delete one in order to remove it from your game. Block 3: Standard ESM files produced by modders as well as ESL files produced by modders and flagged as masters. These begin loading immediately following the Block 2 plugins. The load order is as listed in your mod manager. This block also covers ESP files which are flagged to act as ESM files, such as the USSEP. They must be listed as enabled before the game will load them. Block 4: Standard ESL files converted by modders in the CK. They will be loaded according to what's set in your mod manager and must be marked as enabled for the game to load them. Block 5: Standard ESP files. What most mods will actually be. These are the normal types of files generated by the CK when modding. They will load in the order specified by your mod manager and must be marked as enabled for the game to load them. When an ESL of any type is loaded at runtime, the game converts all of the form IDs inside to use the FE index slot. This very likely means that this slot, once useable by normal mods, is now considered off limits. Results of trying to load an ESP in this slot while also having ESL files installed has not been tested and is probably not going to work. Attempts to make ESL files that use standard ESP files as their masters have so far all resulted in the ESP files being bumped to load into the Block 3 area instead of Block 5 where they belong. This is highly undesirable since it will cause problems with the ESP files being out of their expected positions in a functioning load order. This can lead to anything from edits being overridden in unexpected ways to the game crashing. Using the console to check the runtime form IDs of the ESPs that get bumped is confirmed so it would be a very bad idea to ignore this. ESL files also have other important restrictions to consider, which are detailed here: https://www.creationkit.com/fallout4/index.php?title=Data_File