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Wrye Bash question


Wolfstorm321
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Hi. I have a question about Wrye Bash flags. I want to know what is the difference between esmifying a ESP and putting a ESM flag in a ESP.

I have a 8.7mb plugin (made in the CK) and was thinking about esmifying it in Wrye Bash, or through a script in xEdit, due to its large size.

However, I'm not sure if a ESM can be updated in the middle of a playthrough, or if it requires a new playthrough in order to be updated. Some mods which relies in a master file (eg, Forgotten Dungeons) requires a new playthrough to be updated, but I didn't found any information about this requirement as being a rule to every mod.

Would the update of a ESM file during a playthrough cause save file corruption?

Would putting a ESM flag in the ESP be a better solution for updates? What is the difference between the two methods?

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Setting the flag still leaves the extension for the file as .esp., so, any dependencies shouldn't whine about it. Hopefully. :D

Any particular reason you want to do that? Thinking about making other mods dependent on that one?

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Reference Limit? If there is a hard limit, I doubt very much whether esm, or esp will make a difference.....

Flagging as esm only makes it load earlier in the load order, how quickly things load depends on the hardware  you are running the game on.

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  • 1 month later...

I have also some trouble in this area. When and not creating a master - .ESM - or flagging an esm?

I have created a superlarge mod - Hammerfell WIP - on which I create dependent mods for smaller areas. Actually I lack the knowlege to adminster the mod - I create and solve problems on the go.

"AFK" (?) has a nice tutorial on "how to" here on TESALLIANCE somewhere - for beginners but has been useful for me.

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