Workaround for .esp temporary forms being loaded as persistent?

General mod discussion and requests.
Post Reply
User avatar
FiftyTifty
Posts: 334
Joined: Tue Apr 09, 2013 7:36 pm

Workaround for .esp temporary forms being loaded as persistent?

Post by FiftyTifty » Tue Mar 12, 2019 4:26 pm

A while back, it was discovered by a venerable modder (IIRC it was Sheson), that pre-Fallout 4 Bethesda games have a bug where temporary records (new, as well as overrides) are loaded as persistent records, if the mod is a .esp file rather than a .esm file. Fallout 4 works around this bug, by treating all .esp files as .esm files when they are loaded by the game.

Is there a way to work around this in Fallout New Vegas? My initial idea is to edit the record header for all the .esp files in my load order, so that they have the .esm flag enabled. But would this actually function properly, with the mods being treated as masters by New Vegas?

User avatar
RoyBatty
Posts: 5966
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Workaround for .esp temporary forms being loaded as persistent?

Post by RoyBatty » Tue Mar 12, 2019 5:52 pm

This has been known for ever, and no ticking the flag will not make them work since many mods have references and other things without the persistent flag which will break scripts and lots of other stuff. This is one of the main reasons it's a pain in the butt to convert/fix mods with navmeshes that are ESP because of the navmesh bug.
Image

Post Reply