ESLify(ESL指南标记您的插件并保持插件限制)

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在3DM Mod站下载上古卷轴5:重置版最新的ESLify(ESL指南标记您的插件并保持插件限制) Mod,由Obscene911制作。lmxbbb在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: Obscene911 Mod版本: 1.0 Mod大小: 4.12 KB 更新时间: 2018-12-03 20:29:53 发布时间: 2018-12-03 20:29:53

详细说明

[免责声明]对于您可能因使用MOD,您的游戏,您的遗嘱或任何其他您可能获得以下信息而导致的任何损害,我不承担任何责任。话虽这么说,但这并不难做到。我重复了几次重要的位,将这些信息钻入铝箔衬里的豌豆脑中。现在,出发取得你的新惊人版Skyrim SE的所有权,让它成为Bethesda从未做过的梦幻般的世界,它充满了这么多8K mod,你的GPU每次你都会缺少一个VR *加载游戏!好吧,我的意思是,他们确实创造了一个梦幻般的游戏。这就是为什么我们在这里。但是,这个改装社区的优秀和有创造力的人只会让它变得更好。


如果本指南对您有所帮助,请不要忘记赞同。而且,如果您想获得最佳的天际SE体验,请查看北欧天际指南,了解全面的Skyrim SE改装指南!


使用ESL标记的文件需要考虑一些重要问题:


[1]您必须使用SSE 1.5.3或更新版本的副本才能使用ESL标记文件。


[2]您必须使用SSE CK 1.5.3或更高版本(我们将使用xEdit)的副本才能正确识别这些文件以进行编辑。


[3]文件中不能包含超过2048条记录,否则表单ID将溢出到另一个FE槽并破坏保存。


[4]需要压缩表单ID才能使文件有效。 CK在文件菜单中有一个名为“Compact Active File Form IDs”的选项。 xEdit也有这个功能。使用其中任何一种时,请注意警告。


[5]您无法压缩要在现有保存中继续使用的文件上的ID,或者由于其中包含的表单ID被重写而您将损坏它。仅对尚未开始使用的文件执行此操作,并且仅作为公共版本存在。不要在你已经在游戏中使用的mod上使用“Compact Form ID”功能!!


[6] NMM不适用于具有.esl扩展名或带有ESL标志的文件。据报道,如果您的Data文件夹中存在其中一个,则完全锁定。使用函数mod管理器(如Wrye Bash)来管理这些类型的mod。


[7]如果通过一些奇怪的命运扭曲你最终得到一个ESL标记的文件也被ESM标记,有人因为某种原因使用标准.esp文件作为主文件,该文件将被强制加载到错误的部分你的设置。通常情况下,标准的.esp文件永远不会在任何ESM标记之前加载,这是现在的一个例外,它应该被视为向任何mod的作者报告的错误。

   

理论上的限制现在应该是4096个ESL标记模式。标记为ESL的单个文件理论上最多可容纳4096个表单ID记录。实际上,这最终实际上是2048表格ID记录,因为引擎保留了从$ 0x0000到$ 0x07FF的所有内容。因此,使用ESL标志的所有文件必须包含xx000800和xx000FFF之间的内部表单ID。超出此范围的任何内容都无效,游戏将崩溃,或者由于超出而导致数据严重损坏。


你想确定你没有在你已经在游戏中使用的mod上使用Compact Form ID。当您执行此操作时,ID将更改,并且保存将不知道如何处理它并将被损坏。读取上面的行[5] ^

并且,这些数据看起来已经很老了,因为当我使用NMM时,我有.ESL的。没问题。 NMM没有锁定我。他们只是在负载顺序方面没有合作。他们往往希望跳到列表的顶部。

   

要清楚,我们只是更改标题标志。我们不会更改.esp扩展名。保持原样。这将使.esp功能与您的加载顺序保持良好匹配,同时还使其不计入您的插件限制。如果您使用过Nordic Skyrim指南,这应该可以让您获得大约60-100(或多或少)补丁类型插件(以及其他一些)可以标记ESL的插件,具体取决于您使用的mods和补丁。



在北欧天际指南中,您还可以阅读这些非常有用的信息,了解我们在本指南中所做的工作以及正确的插件放置。这是一个更深入的了解ESPFE(ESL-ESP混合)插件如何运作以及它究竟意味着什么:在ESPFE和正确的插件放置。



现在,逐步使用ESL标头标记ESP的这种非常简单的方法:


[1]从GitHub下载xEdit(SSEEdit),因为你需要它提供的功能来自Nexus:

下载SSEEdit。*。*。*。Beta.zip文件。并将其解压缩到某个位置,例如在Mod Tools文件夹中的文件夹名称SSEEdit中。


[2]然后,如果您正在使用MO2,请通过MO2右上角的下拉列表将其添加到MO2中,然后选择它并单击“运行”。如果您正在使用NMM,则可以从桌面启动它。

xEdit将提供一个插件列表,将它们全部选中并单击(确定)。之后,加载插件的引用需要一段时间。让它完成。它可能会问你切割室地板。没关系。你可以选择它,但不要做任何事情!


[3]之后,您将需要使用xEdit中的脚本来扫描您的mod以获得标记ESL的资格(该脚本与xEdit打包在一起,因此很容易)


[4]右键单击最顶层的mod,就在DLC的下方,然后转到Apply Script。


[5]然后,在下拉列表中,查找“查找可以转换为ESL的ESP插件”。运行脚本!




它将使用相关信息填充xEdit底部的Messages选项卡。

(为了便于通过脚本阅读此列表,您可以选择整个列表,然后按CTRL + C并将其粘贴到Wordpad或记事本中,这样您就可以在使用xEdit时将其与xEdit并排放置在你完成之后,你可以继续从列表中删除,注明不使用,或者只是跳过任何需要“压缩表格ID”或“FormID重新编号”的mod。不要这样做你已经在游戏中使用的mods。


我们在刚填充的脚本列表中寻找的mod将被标记为:“可以通过在TES4头中添加ESL标志并将扩展名更改为* .ESL来转换为ESL”


我们不会将Creation Kit用于“Compact Form ID”或“要求FormID重新编号”,因此,跳过列表中由该要求表示的任何mod。你最终可以做到这一点,但那是另一个时间,并不会在本指南中介绍,你永远不应该对你目前在游戏中使用的mod进行修改 - 这将破坏你的保存和可能的其他mods!同样,我们只是做了一些简单的说法,“可以通过在TES4标头中添加ESL标志并将扩展名更改为* .ESL来转换为ESL”,但我们不会更改文件扩展名。你不想这样做。


[7]接下来,您需要切换到“视图”选项卡(底部)并一次浏览一个mod并单击它们,查看其“标题”信息。


(重要)确定他们的“记录数”低于2048.我有xEdit说可以标记一个超过2500条记录的mod。这不行,脚本一定不能检查。只有标记mods(主要是补丁),如果你想要在安全的一面并且能够标记尽可能多的插件(你可以转换几个大插件或许多小插件),它们的记录数量很少(0-300~) )因此,为了释放你的插件限制,你只想转换具有非常少量记录的插件。你会发现,通常情况下,脚本会批准在这方面已经很小的mod。


因此,在编辑第一个标题之前要回顾一下:


  >“记录数”必须低于2048.但我们只想转换更小的插件。

  > Mod必须列为“可以通过在TES4标头中添加ESL标志并将扩展名更改为* .ESL来转换为ESL”

  >不要对列为“压缩表单ID”或“需要FormID重新编号”的任何mod执行此操作



[8]一次一个,转到每个mod的标题,这些标题符合我们已经过去的标准,并且(右键单击)位于Record Header部分顶部Record Flags右侧的空白区域。点击(编辑)


[9]现在,关键时刻(你会收到警告,让你有机会退出。点击(是)继续)然后在列表中选择ESL,然后点击(确定)




现在,只需在列表中下载,并按照我在脚本中指出的标准列出的每个mod执行此操作。不要使用超过2048条记录的任何mod,也不要列出需要“Compact Form ID”的任何mod,或任何“需要FormID重新编号”的mod,你应该好好去。


完成后,您可以关闭xEdit,它将显示您修改的mod列表。在底部,它提供了备份这些插件的选项(执行此操作!如果某些操作未正确完成,您可以始终还原更改,如果它没有创建溢出标头的级联故障)



一些非常有用的指南,工具和修改bug修复:


TES5编辑Mod清洁教程

Bethesda Launcher(安装The Creation Kit需要)

Creation Kit多个Masters修复(允许CK一次加载多个母版的修复)

SSE创建工具包修复(各种补丁和错误修复,让生活更轻松)

插件文件和你(关于插件的非常丰富的事实集合)

水修复脚本(用于修复移植模块中水流的xEdit脚本)

现代斗殴修复(假设修复Skyrim SE中的争吵的某些问题)

.NET脚本框架(用于故障排除的错误记录模块)

BSAOpt(用于管理和重新压缩BSA文件的程序)< - 这也可以使用The Creation Kit中的Archive.exe程序完成。

SSE引擎修复/ SKSE64(针对Skyrim SE及其一系列问题的各种修复)

————————————————————————————————————————————————————————

[ DISCLAIMER ] I AM NOT RESPONSIBLE FOR ANY DAMAGE YOU MIGHT CAUSE TO A MOD, YOUR GAME, YOUR SAVES, OR ANY OTHER SHENANIGANS YOU MIGHT GET INTO WITH THE FOLLOWING INFORMATION. That being said, it's not like this is hard to do. I re-iterate on the important bits several times over, to drill that information into your aluminum foil lined pea-brains. Now, go forth and take ownership of your new amazing version of Skyrim SE and make it the fantastic world that Bethesda never did by slamming it chock full of so many 8K mods that your GPU takes a VRAM shortage of a sh*t every time you load the game! Well, I mean, they did.. create a fantastic game. That's why we're here. But, the fine and creative people of this modding community only make it so much better. 

If this guide has helped you, please, don't forget to Endorse. And, if you want the best possible Skyrim SE experience, check out Nordic Skyrim Guide for a thorough, step-by-step Skyrim SE modding guide! 

Using ESL flagged files comes with some important issues to consider:

[ 1 ] You must be playing on a copy of SSE version 1.5.3 or newer in order to use ESL flagged files.

[ 2 ] You must be using a copy of the SSE CK version 1.5.3 or higher (we’ll use xEdit) in order to properly recognize these files for editing.

[ 3 ] The file cannot contain more than 2048 records in it or the form IDs will overflow into another FE slot and corrupt the save.

[ 4 ] Form IDs need to be compacted for the file to be considered valid. The CK has an option called "Compact Active File Form IDs" in the file menu. xEdit also has a function for this. When using either of these, PAY ATTENTION TO THE WARNINGS.

[ 5 ] You cannot compact IDs on a file you intend to continue using in an existing save or you WILL corrupt it due to the form IDs contained within it being rewritten. Only do this on files you have not yet begun using, and which do not yet exist as public releases. DO NOT use “Compact Form ID’s” function on mods that you are already using in your game!!

[ 6 ] NMM does not work with files that have the .esl extension or carry an ESL flag. It has been reported to completely lock up if even one of these is present in your Data folder. Use a functional mod manager such as Wrye Bash to manage these types of mods.

[ 7 ] If by some weird twist of fate you end up with a ESL flagged file that's also ESM flagged and someone uses a standard .esp file as a master to it for some reason, that file will be forced to load into the wrong part of your setup. Normally a standard .esp file will never load before anything ESM flagged, this is the one exception to that now and it should be considered a bug to report to any mod's author who has done this.
   
The theoretical limit now should be 4096 ESL flagged mods. Individual files flagged as ESL can in theory hold up to 4096 form ID records. In practice this ends up actually being 2048 form ID records because the engine reserves everything from $0x0000 to $0x07FF. All files using ESL flags must therefore contain their internal form IDs between xx000800 and xx000FFF. Anything exceeding this range is invalid and the game will either crash or you'll have severely corrupted data due to overruns.

You want to make certain that you don't Compact Form ID's on a mod that you've already been using in your game. The ID will change when you do this and the save won't know what to do with it and will become corrupted. Read line [ 5 ] above ^
And, this data already seems old, because while I was using NMM, I had .ESL's. No problem. NMM did not lock up for me. They just didn't cooperate in terms of load order. They tend to want to jump to the top of the list.
   
To be clear, we are only changing the header flags. We are NOT changing the .esp extension. Leave that as it is. This will keep the .esp functionality of playing nice with your load order while also making it not count toward your plugin limit. If you’ve used the Nordic Skyrim Guide, this should get you around 60-100 (more or less) patch type plugins (and a few others) that can be flagged ESL, depending on what mods and patches you’ve used. 


From the Nordic Skyrim Guide, you could also read this very helpful bit of information about what it is we're doing in this guide and about proper plugin placement. It's a more in-depth look at how ESPFE (ESL-ESP hybrid) plugins function and what exactly it all means: On ESPFEs and Proper Plugin Placement.


Now, for the step-by-step on this very simple way to flag ESP’s with ESL headers:

[ 1 ] Download xEdit (SSEEdit) from GitHub, as you’ll need the functionality it provides over the one from Nexus:
Download the SSEEdit.*.*.*.Beta.zip file. and extract it somewhere, like into a folder name SSEEdit within a Mod Tools folder.

[ 2 ] Then, if you're using MO2, execute it from MO2 by adding it through the dropdown in the top right of MO2 and then select it and click “Run”. If you’re using NMM, you can just launch it from the desktop.

xEdit will come up with a list of your plugins, leave them all selected and click (OK). After that, it will take a while loading references for your plugins. Let it finish. It may ask you about Cutting Room Floor. It doesn’t matter. You can leave it selected, but just don’t do anything with it!  

[ 3 ] After that, you'll want to use a script within xEdit to scan your mods for their eligibility for being flagged ESL (the script is packaged with xEdit, so it's easy)

[ 4 ] Right click on your top-most mod, just below your DLC's, and go down to Apply Script.

[ 5 ] Then, in the dropdown, look for "Find ESP plugins which can be turned into ESL".  Run the script!



It'll populate the Messages tab at the bottom of xEdit with the pertinent information. 
(To make it easier to read through this list-off by the script, you can select the entire list, then CTRL+C and paste it into Wordpad or Notepad so you can put it side-by-side with xEdit while you work your way down the list. After you've done that, you can go ahead and remove from the list, notate not to use, or just skip any mod that requires “Compact Form IDs” or “FormID renumbering”. Don't do that to mods you're already using in your game. 

The mods we’re looking for in the list that the script just populated will be notated as, and only as: “Can be turned into ESL by adding ESL flag in TES4 header and changing extension to *.ESL”

We won’t be using the Creation Kit to "Compact Form ID's" or “requires FormID renumbering” so, skip any mod in the list that is denoted by that requirement. You can eventually do them, but that’s for another time and won’t be covered in this guide, and you should never do that to mods that you are currently using in your game─it will corrupt your saves and possibly other mods! Again, we’re just doing the simple ones that say, "Can be turned into ESL by adding ESL flag in TES4 header and changing extension to *.ESL" but we will NOT be changing the file extension. You don’t want to do that. 

[ 7 ] Next, you'll want to switch to the View tab (bottom) and go through your mods one at a time and click them, viewing their "Header" information.

(IMPORTANT) Make certain their "Number of Records" is below 2048. I had xEdit say it was okay to flag a mod that had over 2500 records. This isn't okay and the script must not have checked that. Only flag mods (mostly patches) that have low amounts (0 - 300~) of records if you want to be on the safe side and be able to flag as many plugins as possible (you can either convert few large plugins or many small ones) So, for the sake of freeing up your plugin limit, you’ll want to only convert plugins with very low numbers of records. You'll find, that generally, the script will give the go-ahead on mods that are already small in this regard.

So, to recap before you edit your first header:

  > “Number of Records” must be below 2048. But we only want to convert plugins that are much smaller.
  > Mod must be listed as “Can be turned into ESL by adding ESL flag in TES4 header and changing extension to *.ESL”
  > Do not do this to any mods that were listed as “Compact Form IDs” or “requires FormID renumbering”


[ 8 ] One at a time, go to the header of each mod that fits into the criteria we’ve gone over and (right-click) on the blank space to the right of Record Flags at the top of the Record Header section. Click (Edit)

[ 9 ] Now, the moment of truth (you'll get a warning, giving you a chance to back out. Click (YES) to proceed) and then within the list there, select ESL, and then click (OK)



Now, just go down the list and do this for each mod that was listed with the criteria I pointed out ^ within the script. Don't do this with any mods over 2048 records, nor any mods that were listed as needing “Compact Form ID's”, or any that “requires FormID renumbering” and you should be good to go.

When you finish, you can close xEdit, and it will show a list of the mods you modified. At the bottom, it gives the option to back these plugins up (Do this! Just in case something wasn't done right, you can always revert the changes if it didn't create a cascade failure of overflowing headers)


Some very useful guides, tools and bug-fixes for modding:

TES5Edit Mod Cleaning Tutorial
Bethesda Launcher (Needed for installing The Creation Kit)
Creation Kit Multiple Masters Fix (A fix to allow the CK to load multiple masters as once)
SSE Creation Kit Fixes (Various patches and bug fixes to make life easier)
Plugin Files and You (A very informative collection of facts on plugins)
Water Fix Script (A script for xEdit to repair water flow in ported mods)
Modern Brawl Fix (Supposed to repair certain issues with brawling in Skyrim SE)
.NET Script Framework (An error logging mod for troubleshooting)
BSAOpt (A program for managing and recompressing BSA files) <- This can also be done with the Archive.exe program from The Creation Kit.
SSE Engine Fixes / SKSE64 (Various fixes for a range of issues with Skyrim SE and its mods)
Modwatch (A convenient way to share your load order with others)
Merge Plugins (Another way to save space in your plugin limit. I'll create a guide for this eventually)
Mator Smash (A program for generating patches that resolve conflicts between mods. I'll work on a guide for this as well)
SKSE64 Havoc Fix (I've never used this, but it lets you play Skyrim above the 60FPS limit without the multitude of issues that tend to arise otherwise)

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