The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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cfs111 Oct 15, 2018 @ 6:56am
ESL Files and All You Need to Know About Them
For the general user the only thing we need to know about esl files is how they load into the game at run time. Do not overthink them. As well, they do not count towards the plugin limit!

DO NOT CONVERT MODS THAT ADD NEW CELL RECORDS. In SSE it appears that any mod that adds a new CELL record and then that cell is overwritten by another mod the game will only show persistent references in game any temporary references (items that can be moved or picked up) will not show. This bug is for SSE only, FO4 does not have this issue.




ESL Files and You


Dictionary

Light master = a file with the esl extension (lightmaster.esl)
Light plugin = a file with the ESL flag but has esp extension (lightplugin.esp)

esl = light master
ESL, ESPFE = light plugin

esp/esl/esm = lower case generally denotes the extension
ESM/ESL = upper case generally denotes the flag

Load order

  • DLC -- hardcoded
  • CC esl files -- according to the .ccc file in /common/skyrim folder
  • esm, esl, ESM flagged .esp -- according to plugins.txt
  • esp, ESL flagged esp -- according to plugins.txt

One note of import, any ESM, ESP or ESL (master file, plugin, light master or light plugin) that has an esp as it's master will cause the game to load the master esp before the plugin. Which means if the file is an esl then the master esp WILL load before the esl ignoring plugins.txt. Not as big a deal for light plugins but could alter load order in a negative way moving the master esp higher in the load than intended.

Load order for an esl with an esp master;

  • DLC
  • CC esl
  • master.esp
  • slave.esl
  • esm, esl, ESM flagged esp
  • esp, ESL flagged esp

Note: The slave.esl can be be anywhere within the master (ESM) block but the master.esp will always load right before the slave.esl. The game will not inform you this is happening it will just do it.

Resources

How to convert plugins to light master or light plugin (post 1)
https://steamcommunity.com/app/489830/discussions/0/3276824488728505237/#c3276824488728506073

https://www.youtube.com/watch?v=g_urrHrGQOY

Plugin Files And You (ESM/ESL/ESP) by Arthmoor
https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/

Changelog (post 2)
https://steamcommunity.com/app/489830/discussions/0/3276824488728505237/#c3276824488728506533

Credits
Thanks to Chef for pointing out my mistakes and missed information!!
Thanks to ElminsterAU for pointing out that any plugin with an esp as master will cause the master esp to load before the plugin.

Last edited by cfs111; Mar 30, 2020 @ 11:43am
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Showing 1-15 of 28 comments
cfs111 Oct 15, 2018 @ 6:56am 
Tools needed;
Creation Kit
https://bethesda.net/

SSEEdit
https://www.nexusmods.com/skyrimspecialedition/mods/164/

Mod used;

Simply Optimized Textures for SSE
https://www.nexusmods.com/skyrimspecialedition/mods/3858


Converting to Light Plugin - ESL Flagged .esp


1. We need to add a script to xEdit to automatically flag available plugins as ESL. So first download the script
Now open the archive with 7zip and extract the file into %%\xEdit\Edit Scripts. The script will now be available for use in xEdit.

2. Open xEdit and load in your load order.

3. Once it loads right click anywhere in the left pane and choose Apply Script...

4. In the dialogue window click on the drop down and scroll down to the SimpleESLify script and select it. Click OK.

5. In the right pane select the messages tab if it is not already and when it says Done Applying script exit xEdit to save any that were flagged.


Converting to Light Master (.esl)

Doing this will require a new game (except when done to empty plugins)


We will use Simply Optimized Vanilla Textures as an example. It is an empty esp and is only used to load the bsa. As well, since this is vanilla textures we will want it to be overwritten by everything so having it as a light master allows us to load it right after the dlc.

1. Open the CK and load the Optimized Vanilla Textures esp and set it as active file.

2. Once the CK loads choose File>Convert Active File to Light Master.

3. Exit the CK.

4. For MO2 users...Check and see if the .esl is in your overwrite, move it to the Optimized Vanilla Textures mod.

5. For MO2 users...In the left pane right click the mod and choose information, on the Optional esp tab click the old .esp in the lower pane. Click the up arrow to move it to the optional window this will hide it from the right pane. Make sure the new light master is selected.

6. Activate the new .esl. Done!
Last edited by cfs111; Mar 30, 2020 @ 11:48am
cfs111 Oct 15, 2018 @ 6:56am 
Changes;

3/30/20
  • Updated links.
  • Updated post 1 to use xEdit esl script rather than by hand.
12/23/18
  • Added Warning regarding SSE bug found with ESL plugins.
  • Added some resources
  • Moved changelog to post 2. Added mini-tutorial for flagging and converting plugins to post 1
10/15/18
  • Added espfe as a reference for light plugins, some mod authors are using this to describe ESL flagged esp.
  • Added explanation of upper / lower case for esl/ESL esm/ESM
10/28/18
  • Changed the esp master will load before to include the fact that this will happen with any plugin, esm, esp, or esl.
Last edited by cfs111; Mar 30, 2020 @ 11:47am
I was going to say you might need a few more reserved boxes, but if you periodically edit the Opening Post, as well as edit the two you have, it should be more than enough.

And if you need more, well you can always create another thread with the expanded dataset.
cfs111 Oct 15, 2018 @ 9:56am 
I think I will be good with the two. In all honesty the info in the op is all most users need to know.:steamhappy:
smr1957 Oct 15, 2018 @ 10:55am 
This is good! Debates and discussions regarding .esl can be had in other places - this tells the player exactly what they need to know! Good work!

EDIT - NEW LINK FOR ARTHMOOR'S DISCUSSION:
Plugin Files And You (ESM/ESL/ESP) By Arthmoor - https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/
Last edited by smr1957; Dec 3, 2019 @ 2:00am
smr1957 Oct 15, 2018 @ 11:09am 
Just added to HLR under TOOLS, LOAD ORDER, AND MOD CLEANING section
cfs111 Oct 15, 2018 @ 11:10am 
Cool, thought it would be easy to link this rather than explain it every time someone asks.
Ilja Oct 15, 2018 @ 11:56am 
Thanks. Subscribed.

I will have to credit you and Chef, when I get that blog article done.
Dexter Oct 15, 2018 @ 12:18pm 
Aaaand subscribed.

Thanks for info!
Chef Oct 15, 2018 @ 2:55pm 
Subscribed as well.
cfs111 Oct 28, 2018 @ 1:17pm 
Small change to explanation regarding plugins with an esp master. Thanks to ElminsterAU for pointing this out!!!
Ilja Dec 12, 2018 @ 12:20pm 
Well, thish has been a conversation rich day, hasn't it?

I know you want to keep the OP simple, but should we bring some of the points to comment section?
cfs111 Dec 12, 2018 @ 12:56pm 
We could, I even thought of putting a how to make light plugins tutorial here as well, but in all honesty, all that needs to be known is how the records and assets load into the game. Beyond that any other information is useless to 99% of mod users. Mod authors need to know more.

Only major issue is if someone starts converting mods to light masters. The renumbering form ids can really break things horribly.
cfs111 Dec 23, 2018 @ 5:29am 
12/23/18
  • Added Warning regarding SSE bug found with ESL plugins.
Ilja Dec 23, 2018 @ 5:32am 
Michael's video about this.

https://youtu.be/BM4zFd0AfUo
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Date Posted: Oct 15, 2018 @ 6:56am
Posts: 28