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Using .ESL files With NMM 63.17

Jo3Dang3r

Member
Messages
96
Hi! I'm using NMM 63.17 and have tried loading couple .esl city plan files. They appear in my load order unchecked after I restart NMM, but when I check them, they add to the plugin order. Did I miss a step? Any info appreciated!
 
They do add to the plugin count in NMM but don't actually count towards the limit (as I understand it anyway). You can be over 255 active plugins in NMM with some ESL's in the mix so long as your ESP count is not higher than 255.
 
NMM doesn't handle .esl files.
You have to add them to your plugins.txt file manually. But, every time you do anything that touches the plugins.txt file, you'll have to add the esl back in.
Edit to add:
Vortex and Mod Organizer 2 do handle esl files.
 
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NMM does work with ESL's so long as you run at least 0.63.17 (from the githhub site for NMM, not the main Nexus site which is 0.63.14) without manually touching the plugins.txt file. I'm on 0.64.2 and ESL's go in and activate themselves just fine. The only hassle is you can't manually sort with active ESL's (especially any CC ones). You need to do a manual sort in the plugins.txt file or disable the ESL's and then it will work. LOOT works fine though, so long as it sorts to your liking.

https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases
 
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I'm totally confused.
I have 3 .ESL plugins in my NMM plugin list. All 3 count towards the total plugin number. (Currently at 249)
I can move all plugins (ESL and esp) manually using using NMM still. Tested in-gane, and the.esl plugins are working.

The problem I'm having is that the whole reason to use them seems to be null, because they are still counted towards the 255 limit. I have not tried starting the game at say, 258 plugins and seeing if it works.
They way I was understanding it was that I'd check the .ESL plugin, and have it not count towards the displayed 255 active plugin count. Perhaps I'm misunderstanding, but thanks to all who have attempted to help me figure this out!
 
NMM is giving you the total of all plugins that are active, regardless of type, but the game itself handles the ESLs by grouping them all together into slot 255. So as long as you have no more than 244 esms/esps you're fine. Does make it a little difficult to do the count though!

/edit Typo! It's 254 not 244!
 
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244? Where do you get that number? If I have 3 esl plugins. Shouldn't my limit be 254, since NMM groups all ESL into the 255 spot?
So confused!
 
I'm totally confused.
I have 3 .ESL plugins in my NMM plugin list. All 3 count towards the total plugin number. (Currently at 249)
I can move all plugins (ESL and esp) manually using using NMM still. Tested in-gane, and the.esl plugins are working.

The problem I'm having is that the whole reason to use them seems to be null, because they are still counted towards the 255 limit. I have not tried starting the game at say, 258 plugins and seeing if it works.
They way I was understanding it was that I'd check the .ESL plugin, and have it not count towards the displayed 255 active plugin count. Perhaps I'm misunderstanding, but thanks to all who have attempted to help me figure this out!
It does work. I was wondering the first time I tried it but it's fine, again so long as the actual non-ESL count doesn't exceed 254.

That's not to say I shouldn't peel back my mod count though :)
 
@LordHaw I installed 64.3.. not a good idea. Buggy as heck.LOL
If 64.2 is working for you I'd stick with that.
I just rolled back to 63.14 since I don't deal with esl's except for testing mods.
 
@LordHaw I installed 64.3.. not a good idea. Buggy as heck.LOL
If 64.2 is working for you I'd stick with that.
I just rolled back to 63.14 since I don't deal with esl's except for testing mods.
Thanks for mentioning this @woodfuzzy
I had never moved to it simply because what it changed wasn't enough to justify the install. Glad I didn't.
0.64.2 seems pretty solid overall, at least for me.
 
To clarify, ESLs group into plugin slot 0xFE/254, and your save file is 0xFF/255, which leaves 254 slots for other ESMs or ESPs between 0x00/0 and 0xFD/253 inclusive. ESLs use three extra bytes of the form ID for their load order, so new records from your first ESL go into 0xFE000###, your second into 0xFE001### and so on, for up to 4096 ESLs.
 
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