Moonracer
New Member
- Messages
- 16
So, I've accidentally spent the last couple years obsessively working on an overhaul that has kind of blown up past my original plan/expectation. It's grown to about 5300 records, mostly editing base game information. For an amateur modder it's been a big learning experience.
I've decided it's probably time to convert this to an ESM file, but was wondering if there are any good rules as far as when a mod should be an ESP or ESM?
Also, I think I read somewhere here that suggests this might improve performance? Something about ESP file data always loaded, though I don't know if that only relates to world data, graphics or other information.
Part of this for me is just wrapping up the mod and making patching easier for others.
edit: and I guess a further question is, does it matter if the file name is still ".esp" and just flagged as an ESM in FO4edit? I just realized that's how the Unofficial Fallout 4 Patch handles itself. I've done some googling and there doesn't seem to be a lot of info on this. Mostly drowned out by ESL excitement.
I've decided it's probably time to convert this to an ESM file, but was wondering if there are any good rules as far as when a mod should be an ESP or ESM?
Also, I think I read somewhere here that suggests this might improve performance? Something about ESP file data always loaded, though I don't know if that only relates to world data, graphics or other information.
Part of this for me is just wrapping up the mod and making patching easier for others.
edit: and I guess a further question is, does it matter if the file name is still ".esp" and just flagged as an ESM in FO4edit? I just realized that's how the Unofficial Fallout 4 Patch handles itself. I've done some googling and there doesn't seem to be a lot of info on this. Mostly drowned out by ESL excitement.
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