Correct. It's worth noting that so far 100% of the end-user problems I've encountered regarding the new format is because NMM sucks. As soon as that pile of trash gets replaced by Vortex, I suspect there won't be any more significant issues with it.There's actually a Sim Settlements Add-On in ESL format. IDEK's Logistics Station
But the ESL format is still quite new and judging from IDEK's adventures with dealing with users who can't handle it, I don't think we'll see all to many add-on authors going down that path for a while.
(I believe IDEK is @EyeDeck on this forum btw.)
@drizzan, I'm not sure why NMM does what it does, but I recall reading a post from Arthmoor mentioning that the official CC ESLs, like the official DLCs, are all hard-coded by the game to load, so it doesn't make a difference whether they're in your load order or not. Modder-created ESLs do need to be in your load order in order to load.
The latest version of LOOT works with ESLs for me, it even has a new little icon for them. With new features come new bugs I guess.
Correct. It's worth noting that so far 100% of the end-user problems I've encountered regarding the new format is because NMM sucks. As soon as that pile of trash gets replaced by Vortex, I suspect there won't be any more significant issues with it.
On the back end it's a moderate pain in the ass because the Creation Kit's "compact form IDs" button doesn't work very well. For some reason it renamed almost all of my scripts and moved them to a different folder, which was annoying to fix, and still didn't automatically compact the form IDs enough for an ESL to work automatically because it left a bunch in the 0x1000+ range.
If you didn't already know this, I should explain that in an ESL, all form IDs have to be between 0x800 and 0xFFF. Ideally they should all be compacted as close to 0x800 as possible, so if there are e.g. 150 records, the highest form ID should be 0x896. The Creation Kit likes to randomly skip form IDs when you add new records for some reason, so if you make a plugin and work on it for a while before compacting, there's a good chance that all of the form IDs between, say, 0x900 and 0xF9C will just be empty, because only the form IDs above 0xFFF will have gotten compressed down as much as they could possibly be.
Normally the compaction routine should solve this, but it seems that it simply does not renumber any form IDs between 0x800 and 0xFFF, even if there's space to do so. This makes some sense, because if it did then running that routine on a plugin that's going to be an update and not a new install would break any old saves, however this means that by default, the CK doesn't take full advantage of the ESL format, and any plugin that the author didn't put more effort into than this will take more "esl slots" than the same plugin if the author had done it properly. (Note that this might not necessarily be true considering how little documentation is out there about the new format, so it might just be the total number of form IDs that's important and not their specific ID within 0x800 and 0xFFF. Someone would have to ask Bethesda about that one directly to get a proper answer I suspect.)
The solution, of course, is to open the ESP up in xEdit and renumber your form IDs by hand. Obviously this is a massive pain when you have 100+ form IDs that didn't get compressed properly.
After you've put in the initial work it's not as hard though. You'll still have to renumber form IDs by hand when making updates, but most of the time any individual update won't add enough form IDs for this to be that much of a headache.
Oh, and I suppose you have to take into consideration that ESLs always load after your ESMs but before your ESPs, so if you have any form ID overrides, they're more likely to get overridden by some other mod. Most Sim Settlements addons don't require any overrides though, so that's not as much of a concern. The last consideration I can think of is that since you want to minimize the number of new records as much as possible, things like SCOL records, and anything you've left in a building cell to make SCOLs out of ought to be moved to a separate "work" plugin. I believe there are some addon authors that do this anyway, however.
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