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MaskedRPGFan

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MaskedRPGFan

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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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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 :D

If my tool helped you, please endorse.

Requirements for converting the plugin to ESPFE format:
  • less than 4,096 records
  • ESP format without ESL flag
  • no new cell records (if you know what you are doing you can use the optional version with this requirement turned off)

Unpack bsa if you have facegen meshes, textures or voice files packed into them.

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

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)

What it doesn't do:
  • generate seq file 
  • save the modified plugin

=> HOW TO CREATE SEQ FILE <=
Spoiler:  
Show

Right click on plugin:



Installation:
  • put the script in the Edit Scripts folder in SSEEdit.

Instruction:
  • load the plugin you want to convert to SSEEdit
  • select this plugin in the left tree menu
  • use the CTRL + ALT + E shortcut or the "Apply Script" command and select "__ESPFEFollower" script.
  • right click on plugin, use "Other -> Create SEQ File"
  • use CTRL + S to save the plugin
  • IF you use MO2 new files are in Overwrite directory (meshes, textures and voice files, plugin is converted not copied)



FAQ:

Which mods should not be converted?
SkyUI_SE.esp, RaceMenu.esp, RaceMenuPlugin.esp and FNIS.esp. The general rule is not to convert any mods whose RecordIDs are used in scripts. Also, do not convert any mods in the current game or just start a new game.

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 4096 or fewer records, with new 1.71 format introduced in v1.6.1130 update (old, 1.70 format has half of this range). They have a limit of 2048. ESLs are loaded, along with ESMs, before ESPs in your load order. If your skyrim version is less than 1.6.1130, use BEES, to have support for 1.71 plugin format.

ESPFEs are ESPs, but they are "flagged" as an ESL. They are basically just normal ESPs, but with less than 4096 records and do not contribute to the 256 limit. ESPFE record numbers start with 0 for 1.71 format (800 for 1.70), 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.

What is a SEQ file?
The SEQ file contains information about "Start Game Enabled" quests. If your mod contains new quests that must be running from the very get-go, you need to create a SEQ file telling the game about it, otherwise the quest might not run, fail to run scripts, fail to enable dialog or mess up in many other ways.



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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