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ESL and sim settlement addons

@Danest, It's most likely just that NMM is being stupid in some arcane way. The ESL limit is reportedly 300+ in the absolute worst-case scenario, up to 4000-odd if mods are sufficiently small. I haven't found anyone explaining why the limit works that way in detail yet, since I can't think of a reason why the ESL in slot FE000 is would affect the ESL in FE001, but that's what the documentation I've read says anyway.

One thought, do you have an ESP in slot FE/254? For some reason the game is happy to launch in cases like this, but I believe the ESP will win out where form ID overlap occurs. Obviously this will break your ESLs in strange, likely crashy ways. A well-written mod manager would prevent the use of slot FE when ESLs are active, or at least whine endlessly that you're going to have problems... you've probably already read my opinion on NMM, so I have zero expectation that NMM would catch this automatically.


What should I be using in place of NMM? I think I should have stuck with it, it was working except for a few esl. I think I've made a terrible mistake wasting a day on mod organizer. I can't run the creation kit through it, it just crashes... been googling all day for solutions. It looks like it's just broken and glitchy, so many other people having problems like this running programs through MO. :(
 
What should I be using in place of NMM? I think I should have stuck with it, it was working except for a few esl. I think I've made a terrible mistake wasting a day on mod organizer. I can't run the creation kit through it, it just crashes... been googling all day for solutions. It looks like it's just broken and glitchy, so many other people having problems like this running programs through MO. :(

Latest NMM works, you gotta restart it if you install an ESL mod, and if you wanna change your ESP load order you can install an older version of NMM at the same time and sort it there or use LOOT.

You need version 0.63.19 of NMM for ESL files to work.
 
Being a mod user and creeping towards the 250 mark when i encoutered Eyedecks mod i got the much needed boot in my arse to move back to mod organizer.
it handles the ESL files witout issue and also allows for far more control over your mods.
and ironically it also shortens loadtimes and improves performance ingame for somereason (if someone could explain how with the exact same mod setup id appriciate it).
Since the addonpacks grow evermore numerous i would like to see more of them becoming ESL files so i can cram in more guns and skimpy outfits!... did i just say that out loud.

i would actually encourage everyone here to move from NMM to MO until VORTEX arrives.
 
Please note that the NMM version linked to at the top off the NEXUS isn't the latest version.

Here's links to the latest versions of NMM and MO2
 
What should I be using in place of NMM?
Either the latest version of NMM (linked above be @NikVilKok), MO2, Wrye Bash, or Vortex when it gets released. Reportedly Vortex is still scheduled for release this month, albeit as a public alpha, but I have enough confidence in Tannin's ability to make a mod manager that I suspect it'll still be more stable and bug-free at launch than NMM.

For what it's worth, the reason I rail against NMM so hard is that literally at least half of all bug reports I get are because NMM screwed something up yet again. I can't even blame the user for them because it's always a genuine bug in NMM that's causing it, and the average user wouldn't suspect that a mod manager with 50 million downloads or whatever and the support of the world's largest game modding website would still commonly have issues like that.

It's curious that MO2 crashes the creation kit for you, it works for me on MO2 version 2.1.1. Older versions did crash horribly, though.
 
Re Vortex, and admittedly I know very little on the subject, but I noticed that they recently put up an ad looking for a developer/programmer to work on it. If that's because someone left, they're running behind or that they are bracing up to handle the expected onslaught of issues surfacing by releasing a public release, I how no idea.

Still, we always put our hope up for the new [thing/car/person/player/version/release/teacher/whatever] because until it's know exactly what it brings, we project our best imaginable version on it. Then we experience it. And we get disappointed.

I guess there's a fancy psych term for it, I call it the sunglasses factor (hyped up is another name for it). Everybody looks hotter in sunglasses because our brains fills in the hidden features with most optimal we can imagine. Then the glasses come off. And we get disappointed.

Thus the next thing will always carry the hope of solving everything. And we get disappointed.
 
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Earlier this month the word was
I had a little play around with Tannin's latest version yesterday and I'm really happy with how it's looking, how it's working, and all the exciting things we'll be able to do with it looking into the future.

It's touch and go whether we're going to hit that January deadline, but if we don't, it'll simply be for polish and fixing any last minute bugs the focus group bring up. We'll update you once we know for sure and if we can't hit January, we'll release some pictures and more information to tide you over.
There haven't been any public mentions of delays yet, so I'm still hoping for the end of this month or early next month. I find it funny that I only care because I'm so sick of dealing with the same NMM bug reports over and over again.
 
Hey all! I have been converting different small mods via CK to the ESL format without any problems myself, it works better than trying to merge something that depends on scripts too. I had zero problems with IDEK's mod which I think is totally amazing btw! Of course they have to be small ones like a small fix or a small perk change, trying to convert a quest mod to ESL is not going to work. I have been using the newest version of NMM and yeah you need to re-open each time you convert or add new ESL files to your data folder in order for NMM to recognize them. I have been exporting and importing every and each time my load order and manually rearranged the plug-ins in order to work. So far I have 500 mods installed with 221 active plug-ins atm and I can still lessen the burden further. Has anyone else tried to manually convert other SimSettlements add-ons to the ESL format and noticed any bugs?
 
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