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With regards to your second question some mods can theoretically be safely converted ie texture mods, but I would always say good modding practice, is to only do this before a new playthrough. Otherwise you are essentially asking for problems, of which there can be many and yes that includes save corruption
One final caveat is after converting a mod to esl any patches or the like that are dependent on the mod you have changed will "break". In particular this is the case where FormIds have changed and those said patches attempt to reference the original Formids. Something else to consider.
Using the Xedit tool is an easy way to eslify a file (you may well already know this)
https://steamcommunity.com/sharedfiles/filedetails/?id=2660673605
Guide is from the PINNED TOPIC Helpful Links and References in this section:
https://steamcommunity.com/sharedfiles/filedetails/?id=2882868252
Good luck!
NOTE: Any mod can be converted to an .esl that xEdit indicates can be - it has nothing to do with scripts or worldspace, but has to do with the size of the plugin file as regards the number of records it contains and whether it adds new cells to the game, which, under certain conditions, may result in a CTD.
I have learned something new. Thanks for the correction.