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Question When is ESM preferable to ESP?

Moonracer

New Member
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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.
 
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ive got to ask - are you confusing an esl file with an esm file?
if you convert anything to an esm, and that mod gets updated, you're going to be in for a world of pain.
 
I'm definitely thinking esm master files. I expected to keep a backup of the esp just before converting as I know you can't edit esm files. Is there something else to worry about with updating esm files I should be aware of?
Ideally this will be the last version, but I've said that before. Practically anything else I do will be a patch mod that uses my overhaul as a master.
 
There is almost never a need to convert to an esm file.

Basically: esm files are really only needed when you want a mod to have an enormous amount of “master” information that many, many mods will piggyback off of.

Good examples are: AWKCR, Sim Settlements, UFO4P, and Workshop Framework. For everything else stick with esl and esp.

—edit—

UFO4P is a special case, in that it is “fixes” - it is not expected to have a bunch of other mods use it as a basis.
 
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There is almost never a need to convert to an esm file.

Basically: esm files are really only needed when you want a mod to have an enormous amount of “master” information that many, many mods will piggyback off of.

Good examples are: AWKCR, Sim Settlements, UFO4P, and Workshop Framework. For everything else stick with esl and esp.

—edit—

UFO4P is a special case, in that it is “fixes” - it is not expected to have a bunch of other mods use it as a basis.

UFO4P is great by itself as it fixes vanilla... but vanilla mods people use copying the vanilla records - unfortunately, wipe it mostly out.

If I was a mod maker - I would use it as the basis of what "vanilla" records to copy (not the bone stock vanilla game), with all the corrections - wouldn't make it dependent.

What I do know is if one runs 200+ mods (@RayBo etc), it is almost moot to use it at all. (an extremely bore and duh life of hell trapped in xEdit)….

But that's my opinion.
 
i would never, ever, ever recommend you convert an esp to an esm. i really don't see what you gain, aside from a world of pain.
 
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