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Plugin Files And You (ESM/ESL/ESP)

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@SQr The latest is always on second post here

although the fixes  I refer to are in the latest python code - will pack a standalone asap:

307.201711250133

 

20 hours ago, WrinklyNinja said:

I've now updated my stuff to treat all .esm and .esl files as having the master flag set, even if it isn't, and I also check for the light master flag as well as the .esl extension (so a .esp with the light master flag set is treated as a light master).

On my part I never look at the esl flag - I had load order in mind and tests used to indicate that it only takes into account the extension. So an esl-flagged esp will be treated as an esp, re: load order. I do nothing new with the master flag, just what I used to do - differentiate between esp and esms

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With todays updates the .ccc files include more new cc plugin names

Skyrim SE

ccBGSSSE002-ExoticArrows.esl
ccBGSSSE003-Zombies.esl
ccBGSSSE004-RuinsEdge.esl
ccBGSSSE006-StendarsHammer.esl
ccBGSSSE007-Chrysamere.esl
ccBGSSSE010-PetDwarvenArmoredMudcrab.esl
ccBGSSSE014-SpellPack01.esl
ccBGSSSE019-StaffofSheogorath.esl
ccBGSSSE021-LordsMail.esl
ccMTYSSE001-KnightsoftheNine.esl
ccQDRSSE001-SurvivalMode.esl
ccTWBSSE001-PuzzleDungeon.esm
ccEEJSSE001-Hstead.esl
ccQDRSSE002-Firewood.esl   <-- New

 

Falloout 4

ccBGSFO4001-PipBoy(Black).esl
ccBGSFO4002-PipBoy(Blue).esl
ccBGSFO4003-PipBoy(Camo01).esl
ccBGSFO4004-PipBoy(Camo02).esl
ccBGSFO4006-PipBoy(Chrome).esl
ccBGSFO4012-PipBoy(Red).esl
ccBGSFO4014-PipBoy(White).esl
ccBGSFO4005-BlueCamo.esl  <-- New
ccBGSFO4016-Prey.esl
ccBGSFO4017-Mauler.esl
ccBGSFO4018-GaussRiflePrototype.esl
ccBGSFO4019-ChineseStealthArmor.esl
ccBGSFO4020-PowerArmorSkin(Black).esl
ccBGSFO4022-PowerArmorSkin(Camo01).esl
ccBGSFO4023-PowerArmorSkin(Camo02).esl
ccBGSFO4025-PowerArmorSkin(Chrome).esl
ccBGSFO4033-PowerArmorSkinWhite.esl  <-- New
ccBGSFO4024-PACamo03.esl  <-- New

ccBGSFO4038-HorseArmor.esl
ccBGSFO4041-DoomMarineArmor.esl
ccBGSFO4042-BFG.esl
ccBGSFO4043-DoomChainsaw.esl
ccBGSFO4044-HellfirePowerArmor.esl
ccFSVFO4001-ModularMilitaryBackpack.esl
ccFSVFO4002-MidCenturyModern.esl
ccFRSFO4001-HandmadeShotgun.esl
ccEEJFO4001-DecorationPack.esl
ccGCAFO4003-FactionWS03BOS.esl  <-- New
ccGCAFO4005-FactionWS05HRPink.esl  <-- New
ccGCAFO4006-FactionWS06HRShark.esl  <-- New
ccGCAFO4008-FactionWS08Inst.esl  <-- New
ccGCAFO4009-FactionWS09MM.esl  <-- New
ccGCAFO4010-FactionWS10RR.esl  <-- New
ccGCAFO4007-FactionWS07HRFlames.esl  <-- New

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Spotted a section on UESP about the form ID structure for ESL files. For anyone who wondered about the 4096 form limitation their explanation of how the IDs get mapped should prove interesting.

https://en.uesp.net/wiki/Skyrim:Form_ID#Creation_Club

For those who prefer the short version though, only the last 3 digits get used for a unique ID, and FFF = 4095 which is where the limitation comes from.

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I added the ESL flag to a ESP that was adding a tree and disabling several other trees from another ESP. Its master was a normal ESP using E2 records. After the flag was added the trees were still properly removed, and the other plugin was still using E2 records. The only apparent change was that the ESL flagged plugin was using FE001 instead of E3. I tested this with the same save each time (One where the removed trees were still present)

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